Half-Fiend Gnoll Warlock (CR 6)

Medium Outsider (Augmented Outsider and Native)
Alignment: Chaotic Evil
Initiative: +2(Dex); Senses: darkvision 60 ft., Listen +6, and Spot +6
Languages: Abyssal, Common, Gnoll


AC: 20 (+2 Dex, +2 natural, +5 armor, + 1 deflection), touch 13, flat-footed 18
Hit Dice: 6d8+23 (50 hp); DR: 5/magic, 1/cold iron
Fort +9, Ref +4, Will +6
Speed: 30 ft. and Fly 30 ft. (average)
Space: 5
Base Attack +4; Grapple +8
Attack: Melee 2 claws +7 each (1d6+3) and bite +2 (1d4+1)
Special Attacks/Actions: Point Blank Shot, Precise Shot, eldritch blast 2d6 (CL 4th, +7 ranged touch)
Attack Options: Point Blank Shot, Precise Shot, magic strike, smite good 1/day (+6 damage)
Abilities: Str 16, Dex 14, Con 18, Int 14, Wis 13, Cha 16
Special Abilities: Invocations Known (CL 4th): Least (at will) - eldritch spear* (eldritch blast range 250 ft.), entropic warding (as entropic shield plus pass without trace; cannot be tracked by scent but can be detected), frightful blast** (creatures struck by eldritch blast must succeed on a DC 15 Will save or be frightened for 1 minute)
*Blast shape invocation **Eldritch essence invocation
Spell-Like Abilities (CL 4th): At will - detect magic; 3/day - darkness; 1/day - desecrate, unholy blight (DC 17)
Special Qualities: Miss Chance: 20% ranged attacks only (entropic warding)
Immune: poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 16
SQ: Deceive Item
Feats: Hover, Point Blank Shot, Precise Shot
Skills: Bluff +8, Diplomacy +7, Disguise +3 (+5 acting), Hide +4, Intimidate +7, Knowledge (arcana) +4, Knowledge (religion) +4, Knowledge (the planes) +4, Listen +6, Move Silently +4, Sense Motive +6, Spellcraft +7 (+9 deciphering scrolls), Spot +6, Survival +3, and Use Magic Device +10 (+12 scrolls)
Advancement: by character class
Climate/Terrain: warm plains, lightly wooded hills bordering grasslands
Organization: Solitary, pair, gang (2-5), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), or tribe (22-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 6-10 dire lions; underground lairs also have 1-3 trolls)
Treasure/Possessions: combat gear (scroll of blur, scroll of cats grace, 4 scrolls of cure light wounds, scroll of glitter dust, scroll of greater invisibility) plus +7 chain shirt, cloak of resistance +7, ring of protection +7

Source: Monster Manual IV

Female half-fiend gnoll warlock 4

Eldritch Blast (Sp) Standard action; range 60 feet; +7 ranged touch; 2d6 damage.

Deceive Item When making a Use Magic Device check, a half-fiend gnoll warlock can take 10 even if distracted or threatened.

Augmented Subtype

A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.

Native Subtype

A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).

Unlike true outsiders, native outsiders need to eat and sleep.