Nifft said:
Ahem...
Planar Binding, Lesser
Target: One elemental or outsider with
6 HD or less
Humanoids and Class Levels
Creatures with 1 or less HD replace their monster levels with their character levels. The monster loses the attack bonus, saving throw bonuses, skills, and feats granted by its 1 monster HD and gains the attack bonus, save bonuses, skills, feats, and other class abilities of a 1st-level character of the appropriate class.
I mentioned this idea
here. Finally got around to doing the stats...
[sblock=Haeltar'n, Least Hunter of Baphomet, Half fiend minotaur suitable for Lessser Planar Binding]Large Outsider
Hit Dice: 6d8+18 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Fly 30 ft. (average).
Armor Class: 17 (+2 dex, –1 size, +6 natural), touch 11, flat-footed — (see text)
Base Attack/Grapple: +6/+16
Attack: Greataxe +11 melee (3d6+6/x3) or gore +11 melee (1d8+4) or Bite +11 melee (1d8+4)
Full Attack: Greataxe +11/+6 melee (3d6+6/x3) and gore +6 melee (1d8+2), Bite +6 melee (1d8+2) or two claws +11 Melee (1d6+6), gore +6 melee (1d8+2) & Bite +6 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Powerful charge 4d6+6, Smite good, Spell like abilities
Special Qualities: Darkvision 60 ft., DR 5/magic, immunity to poison, natural cunning, resist acid 10, cold 10, electricity 10, and fire 10, scent, SR 11.
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 23, Dex 14, Con 17, Int 11, Wis 10, Cha 10
Skills: Intimidate +2, Listen +7, Search +2, Spot +7
Skills: Hide +2, Intimidate +9, Jump +15, Listen +13, Move silently +6, Search +13, Spot +13, Survival +7.
Feats: Skill focus (Survival), Power Attack, Track
Challenge Rating: 6
Treasure: Standard
Alignment: Chaotic Evil
Advancement: By character class
A minotaur stands more than 7 feet tall and weighs about 700 pounds.
This fiendish minotaur speaks Abyssal, Giant & Common.
COMBAT
Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to
maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.
Spell-Like Abilities (Sp): Caster level 6, and the save DC is Charisma-based (10+ spell level ).
Darkness 3/day,
Desecrate 1/day
, Unholy blight 1/day
.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
[/sblock]
Here is a Lesser planar ally for the cult of elder elemental evil. I believe the Elemental would loose the ability to receive STR 1.5 on it's slams use to having additional [un]natural attack. Though from my understanding the template does let it keep the special qualities of being an elemental
From the wall, a distorted being, slightly larger than yourself, exudes forth, the stone giving no resistance to the creature as if grateful to be rid of it. A heartbeat later, a foul scent violates your nostrils, leaving you grateful your eyes only have to contend with hints of stone and slime. Almost bipedal, 4 arm like appendages flail near the top of the thing’s form. Even glancing upon the creature’s muted form call up sensations, urgent and primal, that demand ‘Destroy this creature or flee from it!'[Sblock=Half Far spawn Earth Pseudomental, Medium]Medium Outsider (Earth, Extraplanar)
Hit Dice: 6d8+36 (63 hp) [66 if you give monsters high average HP]
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 22 ( +12 natural), touch 10, flat-footed 22
Base Attack/Grapple: +4/+9
Attack: Slam +10 melee (1d8+6 magic)* OR tentacle +11 melee(1d4+6 magic)
Full Attack: Slam +10 melee (1d8+6 magic)*, 2 Tentacles +6 melee (1d4+3 magic) OR 4 tentacles +11 melee [1d4+6 magic]
Space/Reach: 5 ft./5 ft.
Special Attacks: Earth mastery, push
Spell like Abilities: { } { } { }blur 3/day, { }touch of idiocy 1/day, { }stinking cloud1/day
Special Qualities: Acid resist 10, Blindsight 60 ft, Change shape, DR 5/ magic, Darkvision 60 ft., earth glide, elemental traits, Electricity resist 10, Poison immunity, Spell Resist 16, { }True Strike 1/day
Saves: Fort +11, Ref +2, Will +4
Abilities: Str 23, Dex 10, Con 23, Int 4, Wis 14, Cha 13
Skills: Concentration +11, Listen +11, Spot +11
Feats: Power Attack, weapon focus tentacle, blind fight.
Environment: Plane of Earth or areas of Far Rælm corruption
Organization: Solitary
Challenge Rating: 5.66
Treasure: None
Alignment: Chaotic Evil or Not Applicable
Advancement: 7 HD (Medium)
Pre-combat: If alerted to foes, use blur on self and glide into the nearest wall. Change to horrid form.
Round 1: Listen[+2] for party to pass, Glide out of wall near party use touch of idiocy casting defensively if needed and touch foe.
Round 2: If full attack is possible, do so, then adjust into wall to avoid reprisal.
Round 3: Adjust out of wall, full attack if possible. If surrounded,
True Strike, power attack for full and fight defensively. Strike most annoying combatant.
Round 4: Full attack and adjust into wall or if party is clustered together, stinking cloud on group and glide beneath them.
Round 5: Launch full attacks from within the wall, using blind fight to reduce miss chance. Flee at 10 or less HP.
Earth pseudomentals speak Terran but rarely choose to do so.
Combat
Though an earth pseudomental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth pseudomental can move along the bottom of a body of water but prefers not to.
Earth Mastery (Ex): An earth pseudomental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the pseudomental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): An earth pseudomental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the pseudomental’s opposed Strength checks.
Earth Glide (Ex): An earth pseudomental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth pseudomental flings the pseudomental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Elemental traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Raise dead, reincarnate, and resurrection, don’t work on this creature. Nor does it eat, sleep, or breathe.[/SIZE]
True Strike (Su): Once per day, this creature can make a normal attack with a +20 insight bonus on a single attack roll. The half-farspawn is not affected by the miss chance that applies to attacks against a concealed target.
Note, This is not casting true strike, the creature chooses to use this ability and launches the attack that round, often power attacking for full and fighting defensively, reducing the bonus to +12.
Change Shape(Su): As a standard action, a half-farspawn can take the form of a grotesque, tentacled mass.This ability functions as described for the change shape ability (see page306 of the Monster Manual), except the creature: looses its slam attack, Push and Earth mastery, movement modes do not change, retains the tentacle attacks and gains two additional tentacle attacks when making a full attack, cannot be flanked, criticaly hit, and Creatures native to the Material Plane take a –1 morale penalty on attack rolls against a half-farspawn in its amorphous form.[/Sblock]