Dracotaur Rager (CR 7)
Alignment: Usually chaotic evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +10, and Spot +7
AC: 20 (-1 size, +2 Dex, +5 natural, +4 masterwork chain shirt), touch 11, flat-footed 20
Hit Dice: 3d12+15 plus 4d12+20
Fort +12, Ref +6, Will +7
Speed: 60 ft.
Space: 10 ft./5 ft.
Base Attack +7; Grapple +18
Attack: Battleaxe +13 melee
Full Attack: Battleaxe +11/+6 melee and handaxe +11 and bite +6 melee and tail slap +6 melee
Damage: Battleaxe 2d6+7/x3, handaxe 1d8+3/x3, bite 1d8+3, tail slap 1d8+10
Special Attacks/Actions: Rage, spit fire
Abilities: Str 24, Dex 15, Con 20, Int 10, Wis 12, Cha 12
Special Qualities: 4th-Level Barbarian, fast movement, immunity to magic sleep effects and paralysis, trap sense +1, uncanny dodge
Feats: Iron Will; Power Attack; Two-Weapon Fighting
Skills: Balance +5, Intimidate +11, Jump +28, Knowledge (arcana) +6, Listen +10, Sense Motive +7, Spellcrafr +6, Spot +7, Survival +10, Swim +9, and Use Magic Device +7
Advancement: By character class
Climate/Terrain: Temperate marshes
Organization: Gang (2-3), band (1 plus 6-10 dracotaurs plus 50% noncombatants), or tribe (2 plus 50% noncombatants plus 30-60 dracotaurs and 1 leader of 4th-10th level)
Monster Manual III
Dracotaur barbarians enter a rage immediately upon joining a combat.
Rage (Ex): Twice per day, this dracotaur rager can enter a state of fierce rage that lasts 10 rounds. The following changes are in effect as long as he rages: AC 18 (touch 9, flat-footed 18); hp increase by 14; Grp +20, Atk +15 melee (2d6+9/x3, battleaxe); Full Atk +13/+8 melee (2d6+9/x3, battleaxe) and +13 (1d8+4x3, handaxe) and +8 melee (1d8+4, bite) and +8 melee (1d8+13, tail slap); SV Fort +14, Will +9; Str 28, Con 24. At the end of his rage, the dracotaur barbarian is fatigued for the remainder of the encounter.
Trap Sense (Ex): A dracotaur rager has an intuitive sense that alerts it to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps.
Uncanny Dodge (Ex): A dracotaur rager can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.
Skills (while raging): Jump +30, Swim +11