Monsters / Half-Fiend

Half-Fiend

CR 6 - 2,400 XP - CE Large Outsider

Stat block

AC17 (touch 11, flat-footed 15)HP57 (6d10+24)SavesFort +8, Ref +7, Will +6Meleegreataxe +11/+6 (3d6+9/x3), bite +6 (1d8+3), gore +6 (1d6+3)Speed30 ft., fly 60 ft. (average)AbilitiesStr 23, Dex 14, Con 19, Int 9, Wis 12, Cha 10BAB / CMB / CMD+6 / +13 / 25Sensesdarkvision 60 ft.; Perception +14Environmenttemperate ruins or underground
DR 5/magicimmune poisonresist acid 10, cold 10, electricity 10, fire 10SR 17

Combat brain - every behavior cites its line (3 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

bruiser (from abilities)
abilities: Str 23 over Dex 14 - plant and full-attack, soak the hits
power-attack (from feats)
feats: Power Attack - trades accuracy for damage when the hit is likely
night-hunter (from senses)
senses: darkvision 60 ft.; Perception +14 - hunts where prey is blind

On-hit riders and breath

powerful charge2d6+9
smite2d6+9

From the entry

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.