Quaraphon Bully (CR 10)
Alignment: Chaotic neutral
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +7, and Spot +5
AC: 23 (-1 size, +1 Dex, +7 natural, +6 +1 breastplate), touch 10, flat-footed 23
Hit Dice: 9d8+72 plus 5d12+40 (185 hp)
Fort +15, Ref +5, Will +8
Speed: 50 ft. (35 ft. in breastplate)
Space: 10 ft./5 ft.
Base Attack +11; Grapple +22
Attack: +1 greatclub +15 melee or masterwork composite longbow +12 ranged or bite +14 melee*
Full Attack: +1 greatclub +15/+10/+5 melee and bite +9 melee and 2 hooves +9 melee* or masterwork composite longbow +12/+7/+2 ranged
Damage: +1 greatclub 2d8+17/19-20, bite 1d8+10 (or 1d6+6 full attack), hooves 1d6+6, masterwork composite longbow 2d6+4/x3 (*Includes adjustments for Power Attack feat.)
Special Attacks/Actions: Deafening bellow, rage 2/day
Abilities: Str 24, Dex 12, Con 27, Int 7, Wis 13, Cha 11
Special Qualities: improved uncanny dodge, trap sense, uncanny dodge, 5th-Level Barbarian
Feats: Alertness; Cleave; Improved Critical (greatclub); Improved Natural Attack (bite); Power Attack
Skills: Handle Animal +4, Intimidate +7, Jump +8, Listen +7, Spot +5, and Survival +6
Advancement: By character class
Climate/Terrain: Temperate plains
Organization: Solitary, pair, gang (1 plus 2-5 quaraphons), or gang (1 plus 8-11 quaraphons)
Treasure/Possessions: Standard (including +1 breastplate, +1 greatclub, masterwork composite longbow [+4 Str bonus])
Monster Manual III
Deafening Bellow (Su): Once per day, a quaraphon can let loose a cacophony of noise from its two mouths. Any creature within 60 feet of the quaraphon takes 2d6 points of sonic damage and must make a Fortitude save DC 22 (24 when raging) or be deafened for 1d6 rounds. The save DC is Constitution-based.
Rage (Ex): Twice per day, this quaraphon barbarian can enter a state of fierce rage that lasts 13 rounds. The following changes are in effect as long as he rages: AC 21 (touch 8, flat-footed 21); hp increase by 28; Atk +17 melee (2d8+20/19-20, +1 greatclub) or +16 melee (1d8+12, bite); Full Ark +17/+12/+7 melee (2d8+20/19-20, +1 greatclub) and +11 melee (1d8+7, bite) and +11/+11 melee (1d6+7, 2 hooves); SV Fort +17, Will +10; Str 28, Con 31. At the end of his rage, the quaraphon barbarian is fatigued for the remainder of the encounter.
Improved Uncanny Dodge (Ex): This quaraphon barbarian cannot be flanked; he retains his Dexterity bonus to AC regardless of being caught flat-footed or attacked by an invisible opponent. This defense is denied to the creature if it is attacked by a rogue of 9th level or higher.
Trap Sense (Ex): This quaraphon barbarian has a +1 bonus on Reflex saves made to avoid traps. He also has a +1 bonus to his AC against attacks by traps.
Uncanny Dodge (Ex): This quaraphon barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Quaraphons commonly become barbarians, marrying their natural strength and aggressiveness with the brutal style of that class.