Init: +1. Senses: darkvision 60 ft.; Perception +0. Ac: 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +1 natural, +1 shield).
Hp: 55 (7 HD; 2d8+5d10+19).
Fortitude: +10. Reflex: +3. Will: +2 (+1 vs. fear). Defensive Abilities: bravery +1.
Speed: 20 ft.. Melee: +1 scorpion whip +14/+9 (1d4 +9). Ranged: mwk javelin +8/+3 (1d6+5). Special Attacks: weapon training (flails +1). Strength: 20. Dexterity: 12. Constitution: 15. Intelligence: 6. Wisdom: 10. Charisma: 12.
Base Attack: +6. Cmb: +11. Cmd: 22.
Feats: Dazzling Display, Exotic Weapon Proficiency (whip), Improved Whip Mastery, Intimidating Prowess, Power Attack, Weapon Focus (whip), Whip Mastery.
Skills: Intimidate +16.
Languages: Gnoll. Special Qualities: armor training 1. Combat Gear: potions of cure light wounds (2), potion of cure moderate wounds, alchemist's fire (3), thunderstones (2). Other Gear: mwk splint mail, mwk light steel shield, +1 scorpion whip, mwk javelin, cloak of resistance +1, 15 gp.
Tactics
During Combat The gnoll lieutenant demoralizes foes and lashes out with his scorpion whip from a distance.
Gnoll lieutenants use intimidation and the crack of their scorpion whips to push lesser members of the pack into battle and to demoralize their enemies.