Quaggoth (CR 3)
Medium Monstrous Humanoid
Alignment: Usually neutral evil
Initiative: +4 (Improved initiative); Senses: scent, darkvision 60 ft., Listen +5, and Spot +3
Languages: Undercommon
AC: 14 (+4 natural), touch 10, flat-footed 14
Hit Dice: 3d8+6 (19 hp)
Fort +3+, Ref 3, Will +4
Speed: 30 ft., climb 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +7
Attack: 2 claws +7 melee, bite +2 melee; or club +7 melee
Full Attack: 2 claws +7 melee, bite +2 melee; or club +7 melee
Damage: Claw 1d4+4, bite 1d4+2; or club 1d6+6
Special Attacks/Actions: Rage
Abilities: Str 18, Dex 11, Con 15, Int 7, Wis 12, Cha 10
Special Qualities: fear immunity
Feats: Alertness; Improved Initiative
Skills: Climb +12, Hide +2, Listen +5, Spot +3, and Survival +3
Advancement: By character class
Climate/Terrain: Underground
Organization: Solitary, hunting band (4), clan (16-48), or gathering (200)
Treasure/Possessions: Standard
Source:
Monster Compendium: Monsters of Faerûn
Rage (Ex): A quaggoth that take damage in combat has a 50% chance of flying into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength and -4 AC. The creature cannot end its rage voluntarily. Magic-followers only have a 1 in 6 chance of flying into a rage, but if they do they drop their weapons and fight with their claws.
Skills: Magic-followers gain a +2 circumstance bonus on Hide checks in shadowy areas because their dark fur.
Beast-followers may stalk prey and attempt to set ambushes, but they rely on headlong charges, ferocity, and grappling attacks. Magic-followers are more likely to use rudimentary tactics, particularly false retreats toward waiting ambushers. Magic-followers are more likely to run away to fight another day. Enslaved quaggoths, on the other hand have something of a death wish, and often continue to fight even when their masters tell them to flee.