Giant, Verbeeg (CR 3)
Alignment: Often neutral evil
Initiative: -1 (Dex); Senses: Spot +5
AC: 16 (-1 size, -1 Dex, +3 natural, +3 hide, +2 shield), touch 8, flat-footed 15
Hit Dice: 5d8+15 (37 hp)
Fort +7, Ref +0, Will +1
Speed: 40 ft.
Space: 5 ft./10 ft.
Base Attack +3; Grapple +3
Attack: Greatclub +8 melee; or shortspear +2 ranged
Full Attack: Greatclub +8 melee; or shortspear +2 ranged
Damage: Greatclub 1d10+6 or shortspear 1d8+6
Abilities: Str 23, Dex 9, Con 17, Int 10, Wis 10, Cha 11
Feats: Weapon Focus (shortspear)
Skills: Climb +8, Jump +8, and Spot +5
Advancement: By character class
Climate/Terrain: Any hill
Organization: Solitary, gang (2-5), hunting/raiding party (6-9 plus 2-4 ogres plus 1-6 worgs), or tribe (10-30 plus 50% noncombatants plus 1 7th-level shaman plus 1 8th-level chieftain)
Verbeeg are smart enough to let others soften up the enemy first. This does not mean that they are cowards, only selfish and practical. Since they are commonly found with hill giants and ogres, in the first few rounds of combat verbeeg drive their less intelligent companions before them into battle. This is accompanied by many curses, oaths, and highly descriptive accounts of the giants' and ogres' parentage.
Once the battle has begun, the verbeeg take on the stragglers and use their missile weapons, usually spears.
The Verbeeg first appeared in Monster Manual II (Gary Gygax, 1983).