Half-Vampire Gnoll Barbarian
Medium Humanoid — CR 3
- 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
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
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
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