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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

DEFENSE

AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
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

OFFENSE

Speed 30 ft., fly 60 ft. (average)
Melee greataxe +11/+6 (3d6+9/×3), 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/daydarkness;
1/daydesecrate, unholy blight (DC 14)

*Minotaur ability.

STATISTICS

Str 23, Dex 14, Con 19, Int 9, Wis 12, Cha 10
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
Languages Giant

ECOLOGY

Environment temperate ruins or underground
Organization solitary, pair, or gang (3–4)
Treasure standard (greataxe, other treasure)