Equiceph (CR 3)

Large Monstrous Humanoid
Alignment: Often lawful evil
Initiative: +0; Senses: darkvision 60 ft. and low-light vision


AC: 20 (-1 size, +5 natural, +6 splint mail), touch 9, flat-footed 20
Hit Dice: 4d8+4 (22 hp)
Fort +2, Ref +4, Will +7
Speed: 30 ft. in splint mail, base speed 40 ft.
Space: 10 ft./10 ft.
Base Attack +4; Grapple +12
Attack: Greataxe +8 melee or javelin +3 ranged
Full Attack: Greataxe +8 melee or javelin +3 ranged
Damage: Greataxe 3d6+6/x3, javelin 1d8+4
Special Attacks/Actions: -
Abilities: Str 18, Dex 11, Con 12, Int 11, Wis 13, Cha 12
Special Qualities:
Feats: Endurance; Iron Will; Weapon Focus (greataxe)
Skills: Intimidate +8 and Survival +8
Advancement: By character class
Climate/Terrain: Temperate forests
Organization: Solitary, slave band (1 plus 2-8 hobgoblin warriors [slaves]), or gang (2-6)
Treasure: Standard

Source: Miniatures Handbook

Combat

Equicephs use feints and pincer maneuvers to get the better of their enemies in combat. They rehearse their tactics ahead of time so they can work together fluidly when facing opponents. While they value slaves as property, they routinely sacrifice them in crafty gambits that enable the equicephs to gain the upper hand in battle.