Pale Bloodfiend
Medium natural humanoid, minotaur
Level 12 Brute XP 700

HP 140; Bloodied 70Initiative +11
AC 24, Fortitude 25, Reflex 24, Will 23Perception+10
Speed 8Darkvision

Standard Actions

Claw At-Will

Attack: Melee 1 (one creature); +17 vs. AC

Hit: 2d8 + 6 damage.

Double Claw At-Will

Requirement: The bloodfiend must not have a creature grabbed.

Effect: The bloodfiend uses claw twice against the same target. If both attacks hit, the bloodfiend grabs the target.

Goring Charge At-Will

Effect: The bloodfiend charges and makes the following attack in place of a melee basic attack.

Attack: Melee 1 (one creature); +18 vs. AC

Hit: 2d10 + 10 damage, and the target falls prone.

Minor Actions

Heart of the Vampire (Healing) Recharge at the end of the bloodfiend’s turn if the power misses

Attack: Melee 1 (one creature grabbed by the bloodfiend); +15 vs. Fortitude

Hit: 2d6 + 6 damage, and the target is dazed and weakened (save ends both). The bloodfiend regains 20 hit points.

Triggered Actions

Bloodfiend Ferocity

Trigger: The bloodfiend drops to 0 hit points.

Effect (Immediate Interrupt): The bloodfiend uses claw. If the attack hits, the target is dazed until the end of the target’s next turn.

Skills Athletics +17, Intimidate +15
Str 22 (+12)                Dex 20 (+11)                Wis 19 (+10)
Con 20 (+11)                Int 19 (+10)                Cha 19 (+10)

Alignment evil        Languages Common

Published in Monster Manual 3, page(s) 140.