Upheaval

Half-Fiend Minotaur

CR 6, CE Large Outsider (extraplanar)

Senses: Perception 14, Darkvision 60

Speed: 30 ft., fly 60 ft. (average)  Skills: Athletics 0, Intimidation 9, Nature 14

Languages: Giant

Ability Scores: Str 23 (+9), Dex 14 (+10), Con 19 (+7), Int 9 (+7), Wis 12 (+9), Cha 10 (+8)

INIT: +2  CP: +6  HP: 57 (6d10+24)  SA: 9  DC: 19

AC: 17  Touch: 11  Flat-footed: 15 [+2 Dodge, +6 Natural, -1 Size]

SR: 19  Vulnerable: --  Resistant: Cold 10, Electricity 10, Fire 10, Weapons 5  Bypass: +1 weapon

Immunity: --  Effect Immunity: --

QUALITIES

Power Attack (ex) - A Half-Fiend Minotaur may choose to take a penalty to its attack roll (up to -5). For each point of penalty, the Half-Fiend Minotaur does one extra point of damage. The Half-Fiend Minotaur must decide to use power attack at the beginning of its turn and it applies to all attack made until the start of its next turn.

Improved Grappling (ex) - This creature is an expert grappler. It can use its level + strength bonus when making a grapple. This grapple check still counts as a skill check.

ACTIONS
Attacks

Smite Good (Bonus)(su, 1/day) - As a bonus action, the creature can choose one target to smite. If the target is good, the creature gains advantage on attack rolls against it and may add their CR to damage rolls made against it (double against good outsiders and dragons). Attacks made also automatically bypass any weapon resistance the target has. The smite remains in effect until the target is dead or until the creature rests. If the target is not good, the smite is wasted with no effect.

poweful charge (Full Round)(ex) - When a creature with this special attack makes a charge and successfully hits, the attack counts as a critical hit when calculating damage.

Spell Like Abilities (1/day)Spell Like Abilities (3/day)
DESCRIPTION

Environment: temperate ruins or underground

Organization: None

Treasure: standard (greataxe, other treasure)

This fiendish figure, complete with bat wings, claws, a fanged bull's head, and cloven feet, bellows a roar of challenge.

*Minotaur ability; see page 206 for details. Half-fiends are creatures heavily tainted with demonic, infernal, or other evil power. Creating a Half-Fiend Half-fiend is an inherited or acquired template that can be added to a living, corporeal creature with an Int score of 4 or more. A half-fiend uses all the base creature's statistics and special abilities except as noted here. CR: HD 4 or less, as base creature + 1; HD 5 to 10, as base creature + 2; HD 11 or more, as base creature + 3. Alignment: Any evil. Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves. Armor Class: Natural armor improves by +1. Defenses/Qualities: Gains darkvision 60 feet; immunity to poison; acid, cold, electricity, and fire resistance 10; DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more); and SR equal to creature's CR + 11 (maximum 35). Speed: Unless the base creature flies better, the half-fiend flies at twice the base creature's land speed (good). Melee: A half-fiend gains two claw attacks and a bite attack. Damage depends on its size (see pages 301-302). Special Attacks: A half-fiend gains the following. Smite Good (Su): Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend's Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests. Spell-Like Abilities: A half-fiend with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher). HD A bilities HD Abilities 1-2 Darkness 3/day 11-12 Blasphemy 3-4 Desecrate 13-14 Unholy aura 3/day, unhallow 5-6 Unholy blight 15-16 Horrid wilting 7-8 Poison 3/day 17-18 Summon monster IX (fiends only) 9-10 Contagion 19-20 Destruction Abilities: A half-fiend gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three. Skills: A half-fiend with racial HD has skill points per racial HD equal to 6 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.