(Note: The two claw attacks are from paws)
Hlikar of the Brokenclaw Tribe
Gnoll Dire Wolverine Warchief 5 (CR: 11)
Large Monstrous Humanoid
HD: 7d8+5d10+70 ; hp 152
Init +3
Spd: 30 ft., climb 10 ft.
AC: 23 (-1 size, +3 dex, +4 nat, +5 chain shirt, +2 lg. stl. Shield), touch 12, flat-footed 20
BA/Grapple: 10/20
Attack: 2 claws +11 (2d4+3) and heavy flail +17 (1d10+7/19-20)
S/R: 10ft/5ft
SA: Rage
SQ: Low-light vision, scent, Darkvision 60ft
AL CE
Fort 11,
Ref 9,
Will 9
Str 22,
Dex 17,
Con 20,
Int 8,
Wis 11,
Cha 16
Skills: Bluff +5, Climb +7, Diplomacy +6, Sense Motive +3, Spot +3
Languages: Gnoll
Feats: Power Attack, Cleave, Leadership, Vengeful Fury, Fengeful Fury (Improved)
Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.
Tribal Frenzy (Ex): (+6 Str) A warchief is able to inspire his followers to acts of extreme battle frenzy. The warchief may activate this frenzy as a standard action. He may then maintain it as a free action. It ends at the conclusion of any turn in which the warchief does not maintain it. The frenzy affects any creature that is a member of the warchief's race and tribe, that starts its turn within 30 feet of the warchief, and that is able to hear the warchief. The frenzy grants a +2 enhancement bonus to the Strength score of each affected ally (not including the warchief himself). At the start of each of their turns, everyone affected by the Strength boost takes 1 point of damage for each Hit Die they have. Thus, an orc warchief can grant +2 Strength to each member of the pack of 1st-level orc warriors he commands, but each take 1 point of damage per round as long as the Strength boost remains in effect.
Feats
Vengeful Fury
You develop a close emotional tie to your friends. If they fall in combat, you find yourself overcome with rage and anger, allowing you to fight with incredible strength and tenacity.
Prerequisite: Constitution 13
Benefit: If one of your friends falls in combat, you may enter a rage (as for the barbarian character class). You can use this option only if a close, personal friend is reduced to –1 or fewer hit points or becomes otherwise incapacitated. Your DM may rule that an ally, such as a man-at-arms or a hireling, does not count as a friend for the purposes of activating
this feat.
Vengeful Fury, Improved
Vengeance spurs you on to greater deeds. If your friends or allies fall in combat, you redouble your efforts to defeat your
enemies.
Prerequisite: Vengeful Fury
Benefit: For each ally who falls during an encounter, you gain a +1 bonus to attack and damage rolls for the rest of the encounter. This bonus cannot exceed +5. An ally is defined as a friend, cohort, person under your command, henchman, or other important NPC that you have developed a friendship with. You do not gain this benefit for summoned creatures or those conjured by spells or magical items.
Special: This feat works very well for villains who surround themselves with a number of flunkies or bodyguards.
Equipment 20,650gp.
+1 Torturous (x2) Heavy Flail 18,000gp.
+1 chain shirt 1150gp.
Potion of Cure Moderate (x2) 600gp.
Potion of Heroism 900gp.
Torturous (Ghostwalk)
Upon a successful hit, the target of this weapon must make a Fortitude save (DC 12) or be stunned for 1 round from pain. This ability can be applied to a weapon a second time; doing so increases the Fortitude save DC to 17.
Moderate necromancy; CL 5th; Craft Magic Arms and Armor, death knell; Price: +1 bonus.
Description Hlikar is a brutish man combining the traits of a fearful hyena and a large wolverine, although both parts are separated at the waist, hyena traits above and wolverine below. The fur covering his entire body, both halves is a brownish-gray color with dark colored spots. His eyes are bright yellow and filled with a frequently not so hidden rage. At his belt rests a heavy flail and though he may not always be wearing it, a chain shirt is never far from sight. A warleader, he is always ready for a battle and he is a fiersome warrior. History
Hartish was the greatest Gnoll leader of all time. He was a brilliant leader and led his people ravaging across the lands. It seemed as though none could stop him, but unfortunately, as is the way of Good people, Good created a large force and crushed Hartish's army, though it was not an easy battle and it cost Good many lives. The war scattered the Gnoll army. For a long time, the Gnolls have known poverty in their separate little villages. However, Hartish's offspring, Hlikar, hated to see his people suffering so greatly. Hlikar was not the most intelligent Gnoll, was about average for their kind, but he was charismatic and with the help of a good (intelligent) advisor, Hlikar gathered the Gnolls in his village under his support. He built up his village strong and began the long task of gathering the Gnolls once again. He is doing it as hush-hush as he possibly can because he doesn't want word of his power to spread. If that occurred, it is likely that the forces of Good which destroyed his father's army might destroy his as well before it is even formed. Hlikar isn't sure what he plans to do once the Gnolls are united. His advisor believes that slowly growing in might and taking land little by little will prove to be a better plan, but Hlikar has the blood of battling running through his veins and he might not be able to prevent himself from battling for long.
Tactics
Hlikar is afraid not of battling, but of dying. He is cautious up until the battle begins where he is suddenly a fearsome machine who thinks of nothing as he attacks and fights. Once the battle lust has him, he will fight to the death. With his battle lust, those around him wonder how long his campaign to gather Gnolls will actually last.
Adventure Hooks
1.
Hook: The PCs are hired to assassinate Hlikar or Hlikar's advisor.
Background: Most people do not believe that the Gnolls are capable of gathering strength so shortly after such a devastating war. Because of this, when a man by the name of Vikton claimed that the current Gnoll leader is gaining a following quickly, the people laughed at him. Without anywhere else to turn, Vikton decided he had to rely on adventurers.
Adventure: To assassinate the Gnoll leader and/or his advisor.
Ending the Adventure: The Gnoll leader and/or his advisor is dead.
Continuing the Adventure: If the PCs did not kill one or both, they are asked to return to finish the job. If they kill only Hlikar, his advisor will find someone to replace him and will begin to send assassins after the PCs. If the advisor dies but not Hlikar, the Gnoll leader will do nothing except strengthen his position in the Gnoll army, find another trusted advisor and continue the preparations for war. He knows that being provoked into acting is a poor decision. When the war comes, however, if the PCs were spotted, Hlikar will personally hunt them down.
2.
Hook: The PCs have been hired to hunt down what is claimed to be a mutated Gnoll of some sort.
Background: The previous Gnoll leader, Hartish, was thought to have been killed, but he was instead
captured by a group of people who have experimented on him. He was recently set free to see what sort of carnage he could create. It did not take long before the rumors of a mutated Gnoll reached Hlikar's advisor's ears, and he sent several groups of Gnoll scouts to check out the rumors. The experimenters then hired the PCs in an attempt to determine Hartish's combat capabilities.
Adventure: The PCs must find and stop Hartish, the Gnoll Mutant.
Options: The PCs kill Hartish. The Gnoll scouts wait and attempt to return the body back to the Gnolls for proper funeral rites.
OR
The PCs encounter one of the Gnoll scouting groups. The Gnolls will not attempt to fight at first because it is not their purpose. They do not want to draw attention to themselves. They are simply trying to learn about the Mutant Gnoll. The PCs may or may not kill them, depending on what goes on. In the end, the Gnolls request the body for proper buriel rites if they were not killed by the PCs.
OR
The PCs do not kill Hartish but instead follow him back to its lair, the place where it was experimented on. This might not be the easiest thing because the PCs do not know that Hartish was 'working' for someone. They might decide simply to kill it and be done with everything. If they do follow it, they find their hirers as those behind the Gnoll Mutant and the trouble it caused.
Continuing the Adventure: If the experimenters were not all killed, they will flee and begin working on plans of vengeance. If they weren't found out about, they will continue to create mutations and loose them into the world. If destroyed totally, the adventure completely ends, unles you decide to turn them into a small group working for a larger one. Likely nothing will happen with the Gnolls, whether allied or killed.
Dire Wolverine: Monster Manual
Gnoll: Monster Manual
Tauric Template: Savage Species
Warchief Class: Miniature's Handbook
Grentok, Hlikar's Advisor:
http://www.enworld.org/showpost.php?...5&postcount=26