Zombie, Slaughterpit Gnoll (CR 1)
Alignment: Neutral evil
Initiative: -1 (Dex)
AC: 17 (-1 Dex, +4 chain shirt, +2 natural, +2 large shield), touch 9, flat-footed 15
Hit Dice: 4d12+3 (29 hp); DR: 5/slashing
Fort +1, Ref +1, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: Longsword +4 melee, battle axe +4 melee
Full Attack: Longsword +4 melee, battle axe +4 melee
Damage: Longsword 1d8+3, battleaxe 1d8+3
Special Attacks/Actions: Superior two weapon fighting
Abilities: Str 17, Dex 8, Con -, Int -, Wis 10, Cha 1
Special Qualities: Undead, partial actions only,
Advancement: 5-7 HD (Medium size), 8-12 HD (Large)
Climate/Terrain: Any land and underground (Sundered Lands)
Organization: Solitary, squad (3-12), or mob (16-25)
Some of the necromancers of the Red Scythe are of questionable sanity. They are not content to simply animate the dead; they want to find a way to make them "better" than they were in life. Slaughterpit Gnoll Zombies are the result of one such experiment. Two extra arms and one extra head have been sewn on to a gnoll corpse, thus improving upon nature's design. While this may please Nerull, it makes the adepts of Yeenogbu mad for vengeance.