Half-Fiend Minotaur
This fiendish figure, complete with bat wings, claws, a fanged bull’s head, and cloven feet, bellows a roar of challenge.
Half-Fiend Minotaur CR 6
XP 2,400
CE Large outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +14
hp 57 (6d10+24)
Fort +8,
Ref +7,
Will +6
Defensive Abilities natural cunning*;
DR 5/magic;
Immune poison;
Resist acid 10, cold 10, electricity 10, fire 10;
SR 17
Melee greataxe +11/+6 (3d6+9/Ã3), bite +6 (1d8+3), gore +6 (1d6+3)
Space 10 ft.;
Reach 10 ft.
Special Attacks smite good 1/day,
powerful charge (gore +13, 2d6+9)
Spell-Like Abilities (CL 6th)
3/dayâdarkness;
1/dayâdesecrate, unholy blight (DC 14)
*Minotaur ability.
Base Atk +6;
CMB +13;
CMD 25
Feats Great Fortitude,
Improved Bull Rush,
Power Attack
Skills Fly +0,
Intimidate +9,
Knowledge (religion) +5,
Perception +14,
Stealth +7,
Survival +14;
Racial Modifiers +4
Perception, +4
Survival
Environment temperate ruins or underground
Organization solitary, pair, or gang (3â4)