Half-fiend

Half-fiends are the children of fiends who have mated with a creature that is not a fiend, such as a human or dragon.

Description
A fiend's magical nature allows it to breed with virtually any creature. Spawned deep in the dark, nether planes, these fiendish offspring are abominations that plague mortal creatures. Demons and devils bring their prodigy along to the Material Plane and loose them upon the world. Sometimes, however, fiends force themselves on mortal creatures to create evil half breeds. The more depraved creatures are sometimes even willing to participate. Although half-fiend offspring are usually destroyed at birth, some survive to become grotesque mockeries of their mortal parents. All too rarely, though, one learns from and takes on characteristics of its non-fiendish parents, turning from its evil heritage. No matter its form, a half-fiend is always hideous to behold, having dark scales, horns, glowing red eyes, bat wings, a fetid odor, or some other obvious sign it is tainted with evil. Never truly fitting into any mortal society, half-fiends are usually loners. On the lower planes, they are mistreated and derided because of their impure nature. Among non-fiends, they are outcasts, hated corrupters of the natural order. Humanoid half-fiends are sometimes called cambions. They often serve more powerful fiends or lead evil forces on the material plane.

Combat
Half-fiends are usually Clerics of evil deities. Half-fiends attack with with aggressiveness and battle lust, using their ability to fly to best advantge by casting spells from the air. They enjoy torturing any enemies unfortunate enough to fall into their hands.

Smite Good (Su)
Once per day a half-fiend can make a normal melee attack to deal 7 points of extra damage against a good foe.

Spell Like Abilities
3/day-- darkness, poison (DC 15); 1/day-- desecrate, Unholy Blight (DC 15). Caster level 7th. The save DC are Charisma-based Typical Cleric Spells Prepared (6/6/5/4/3; save DC 14+spell level): 0--  cure minor wounds, detect magic, huidance, light, read magic, resistance; 1st-- Command, Cure light wounds, Divine favor, Doom, protection from good, Shield of Faith; 2nd-- bear's endurance, Bull's strength, hold person, Sound Burst, Spiritual Weapon; 3rd-- Bestow curse, Cure Serious Wounds, Dispel Magic, Magic Vestment; 4th-- Cure critical wounds, Summon monster IV, Unholy Blight.

Notable Cambions

 * Isair and Madae: Leaders of The Legion of the Chimera