Half-Vampire Gnoll Barbarian* (CR 3)
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
Climate/Terrain: Warm plains
This half-vampire uses stealth to approach its prey, then attacking savagely with its greataxe. It typically drains blood only from unconscious or otherwise helpless foes.
A half-vampire's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Blood Drain (Ex): This half-vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. It can't drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim's Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour.
Blood Dependency (Ex): If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by each week thereafter) that it does not use its blood drain or become exhausted.
The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire's fatigue immediately, or reduces exhaustion to fatigue.
Fast Healing (Ex): A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
Rage (Ex): Once per day, a half-vampire gnoll barbarian can enter a state of fierce rage that lasts for 6 rounds. The following changes last as long as it rages: hp 24; AC 16, touch 9, flat-footed 13; Grp +5/+7; Atk or Full Ark +7 melee (1d12+7 greataxe) or +7 melee (1d6+5 slam); SV Fort +8; Str 21, Con 17.
Uncanny Dodge (Ex): This half-vampire gnoll barbarian retains its Dexterity bonus to AC even when flat-footed or targeted by an unseen foe (it still loses its Dexterity bonus if paralyzed or otherwise immobile).
Skills: This half-vampire gnoll barbarian has a +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks (already calculated into the statistics above).
Possessions: +2 leather armor, greataxe.