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You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
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
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/day—darkness; 1/day—desecrate, unholy blight (DC 14)
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, Knowl. (religion) +5, Percep. +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)
*Minotaur ability.
Half-fiends are creatures heavily tainted with demonic, infernal, or other evil power.
"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 its Hit Dice, except affecting a good target. The smite persists until the 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 | Abilities |
---|---|
1–2 | Darkness 3/day |
3–4 | Desecrate |
5–6 | Unholy blight |
7–8 | Poison 3/day |
9–10 | Contagion |
11–12 | Blasphemy |
13–14 | Unholy aura 3/day, unhallow |
15–16 | Horrid wilting |
17–18 | Summon monster IX (fiends only) |
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.