Init: +2. Senses: darkvision 60 ft.; Perception +5. Ac: 14, touch 13, flat-footed 11 (+2 Dex, +1 dodge, +1 natural).
Hp: 27 (4 HD; 3d8+1d10+9).
Fortitude: +7. Reflex: +4. Will: +1.
Speed: 30 ft.. Melee: greatclub +6 (1d10+6). Ranged: javelin +4 (1d6+4). Special Attacks: sneak attack +1d6. Strength: 19. Dexterity: 14. Constitution: 15. Intelligence: 6. Wisdom: 12. Charisma: 8.
Base Attack: +2. Cmb: +6. Cmd: 19.
Feats: Dodge, Mobility, Power Attack.
Skills: Acrobatics +9, Perception +5, Survival +8.
Languages: Gnoll. Special Qualities: trapfinding +1. Combat Gear: potions of cure light wounds (2), alchemist's fire (2), tanglefoot bags (2). Other Gear: greatclub, javelins (5), daredevil boots.
Tactics
During Combat A bruiser flanks with its packmates whenever possible, and takes time to reposition if separated from allies.
These massive gnolls pound enemies into submission.