Half-Vampire Gnoll Barbarian

Medium Humanoid — CR 3

Realmshelps (RH)3.5
Hit Dice
2d8+2 plus 1d12+l (18 hp)
Initiative
+5
Speed
40 feet
Armor Class
16, touch 11, flat-footed 15
Base Attack / Grapple
+2/+5
Attack
Greataxe +5 melee or slam +5 melee Full Attack: Greataxe +5 melee or slam +5 melee
STR
17
DEX
12
CON
13
INT
8
WIS
11
CHA
10
Fort / Ref / Will
+6 / +1 / +0
Challenge Rating
3
Alignment
Usually chaotic evil
Level Adjustment
+3

Special Abilities

DR 5/silver or magicBlood drainrage

Feats

Half-Vampire Gnoll Barbarian* (CR 3)

Medium Humanoid
Alignment: Usually chaotic evil
Initiative: +5; Senses: Listen +4 and Spot +5

AC: 16 (+1 Dex, +3 natural, +2 leather armor), touch 11, flat-footed 15
Hit Dice: 2d8+2 plus 1d12+l (18 hp); DR: 5/silver or magic
Fort +6, Ref +1, Will +0 Speed: 40 feet
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Greataxe +5 melee or slam +5 melee
Full Attack: Greataxe +5 melee or slam +5 melee
Damage: Greataxe 1d12+4, slam 1d6+3
Special Attacks/Actions: Blood drain, rage Abilities: Str 17, Dex 12, Con 13, Int 8, Wis 11, Cha 10
Special Qualities: Blood dependency, fast healing 1 (special), resistance to cold 5 and electricity 5, uncanny dodge
Feats: Cleave; Improved Initiative; Power Attack
Skills: Bluff +2, Hide +3, Listen +4, Move Silently +3, and Spot +5
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Warm plains
Organization: Solitary
Treasure/Possessions: Standard

Description

Half-Vampire Gnoll Barbarian* (CR 3)

Medium Humanoid
Alignment: Usually chaotic evil
Initiative: +5; Senses: Listen +4 and Spot +5

AC: 16 (+1 Dex, +3 natural, +2 leather armor), touch 11, flat-footed 15
Hit Dice: 2d8+2 plus 1d12+l (18 hp); DR: 5/silver or magic
Fort +6, Ref +1, Will +0 Speed: 40 feet
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Greataxe +5 melee or slam +5 melee
Full Attack: Greataxe +5 melee or slam +5 melee
Damage: Greataxe 1d12+4, slam 1d6+3
Special Attacks/Actions: Blood drain, rage Abilities: Str 17, Dex 12, Con 13, Int 8, Wis 11, Cha 10
Special Qualities: Blood dependency, fast healing 1 (special), resistance to cold 5 and electricity 5, uncanny dodge
Feats: Cleave; Improved Initiative; Power Attack
Skills: Bluff +2, Hide +3, Listen +4, Move Silently +3, and Spot +5
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Warm plains
Organization: Solitary
Treasure/Possessions: Standard

Combat

Half-Vampire Gnoll Barbarian* (CR 3)

Medium Humanoid
Alignment: Usually chaotic evil
Initiative: +5; Senses: Listen +4 and Spot +5

AC: 16 (+1 Dex, +3 natural, +2 leather armor), touch 11, flat-footed 15
Hit Dice: 2d8+2 plus 1d12+l (18 hp); DR: 5/silver or magic
Fort +6, Ref +1, Will +0 Speed: 40 feet
Space: 5 ft./5 ft.
Base Attack +2; Grapple +5
Attack: Greataxe +5 melee or slam +5 melee
Full Attack: Greataxe +5 melee or slam +5 melee
Damage: Greataxe 1d12+4, slam 1d6+3
Special Attacks/Actions: Blood drain, rage Abilities: Str 17, Dex 12, Con 13, Int 8, Wis 11, Cha 10
Special Qualities: Blood dependency, fast healing 1 (special), resistance to cold 5 and electricity 5, uncanny dodge
Feats: Cleave; Improved Initiative; Power Attack
Skills: Bluff +2, Hide +3, Listen +4, Move Silently +3, and Spot +5
Advancement: By character class
Level Adjustment: +3 Climate/Terrain: Warm plains
Organization: Solitary
Treasure/Possessions: Standard