Half-Vampire

Half-Vampire 1st-Level Gnoll Barbarian

This example uses a 1st-level gnoll barbarian as the base creature.

Medium Humanoid
Hit Dice: 2d8+2 plus 1d12+1 (18 hp)
Initiative: +5
Speed: 40 feet (8 squares)
Armor Class: 16 (+1 Dex, +3 natural, +2 leather armor), touch 11, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Greataxe +5 melee (1d12+4) or slam +5 melee (1d6+3)
Full Attack: Greataxe +5 melee (1d12+4) or slam +5 melee (1d6+3)
Space/Reach: 5 ft/5 ft.
Special Attacks: Blood drain, rage
Special Qualities: Blood dependency, damage reduction 5/silver or magic, fast healing 1 (special), resistance to cold 5 and electricity 5, uncanny dodge
Saves: Fort +6, Ref +1, Will +0
Abilities: Str 17, Dex 12, Con 13, Int 8, Wis 11, Cha 10
Skills: Bluff +2, Hide +3, Listen +4, Move Silently +3, Spot +5; racial bonuses
Feats: Cleave, Improved Initiative [bonus], Power Attack
Environment: Warm plains
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class ♊
Level Adjustment: +3

The hyena-headed figure standing before you has a particularly feral appearance, its muscular hands clenched tightly around a greataxe.

Combat

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.

Source: Libris Mortis, page 106. Marked Improved Initiative as a bonus feat.