| Hit Dice: | 10d8+40 (85 hp) |
| Initiative: | +4 |
| Speed: | 30 ft. in hide armor (6 squares); base speed 40 ft. |
| Armor Class: | 21 (−1 size, +9 natural, +3 hide), touch 9, flat-footed 21 |
| Base Attack/Grapple: | +7/+19 |
| Attack: | Morningstar +14 melee (2d6+8) or javelin +6 ranged (1d8+8) |
| Full Attack: | 2 morningstars +14/+9 melee (2d6+8) or 2 javelins +6 ranged (1d8+8) |
| Space/Reach: | 10 ft./10 ft. |
| Special Attacks: | — |
| Special Qualities: | Darkvision 60 ft., spell absorption, spell resistance 21, superior two-weapon fighting |
| Saves: | Fort +11, Ref +3, Will +5 |
| Abilities: | Str 27, Dex 10, Con 19, Int 10, Wis 10, Cha 11 |
| Skills: | Listen +13, Search +6, Spot +13; racial bonuses |
| Feats: | Alertness, Improved Initiative, Iron Will, Power Attack |
| Environment: | Cold hills |
| Organization: | Solitary, gang (2–4), troupe (1–2 plus 1–2 brown bears), band (3–5 plus 1–2 brown bears), or colony (3–5 plus 1–2 brown bears and 7–12 orcs or 9–16 goblins) |
| Challenge Rating: | 7 |
| Treasure: | Standard |
| Alignment: | Usually chaotic evil |
| Advancement: | By character class ♊ |
| Level Adjustment: | +8 |
Source: Monster Manual III, page 162.