Half-Fiend Minotaur Barbarian CR 12Edit

Half-Fiend minotaur barbarian 7
CE Large outsider
Init +2; Senses darkvision 60 ft, scent; Listen +7, Spot +7
Languages Giant

AC 17 (-1 size, +2 Dex, +6 natural), touch 9, flat-footed 15; improved uncanny dodge
hp 111 (13 HD); DR 1/-, DR 5/magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10
SR 18
Fort +7, Ref +7, Will +5

Spd 40 ft, fly 30 ft (average)
Melee huge mwk greataxe +20/+15/+10 (3d6+10/x3) and gore +13 (1d8+3) or 2 claws +19 (1d6+7) and bite +14 (1d8+3)
Space 10 ft; Reach 10 ft
Base Atk +13; Grp +24
Atk Options Power Attack, rage 2/day, smite good 1/day (+13 dmg)
Special Atk powerful charge 4d6+8
Spell-like Abilities (CL 13th): 3/day—darkness; 1/day—desecrate, unholy blight

Abilities Str 24, Dex 14, Con 17, Int 11, Wis 10, Cha 10
SQ natural cunning, trap sense +2, unable to read or write
Feats Great Fortitude, Power Attack, Track
Skills Intimidate +2, Listen +7, Search +2, Spot +7
Possessions masterwork greataxe

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.
Rage (Ex): 2/day the minotaur may rage for 8 rounds. While raging, the following changed statistics are in effect:

AC 15
hp 137
Fort +9, Will +7
Melee huge mwk greataxe +22/+17/+12 (3d6+13/x3) and gore +16 (1d8+4) or 2 claws +21 (1d6+9) and bite +16 (1d8+4)
Grp +26
Abilities Str 28, Con 21