Warbeast
Medium Aberration
Hit Dice: 8d8+8 (55 hp’s)
Initiative: +7 (+3 Dex, +4 Improved Initiative Feat)
Speed: 40 ft
Armor Class: 17 (+4 for tough hide, +3 Dex)
Attacks: Claws +8, Teeth +3, Tail +1, Or by weapon +6/+6 (melee and ranged with no bonus due to being clumsy with weaponry)
Damage: Claws 1d4+2 (Str), Teeth 2d4+2 (Str), Tail 1d4+2 (Str), Or by weapon +2 (melee only)
Face/Reach: 5ft x 5ft/5ft
Special Attacks: None
Special Qualities: Molecular Reconstruction (Ex)
Saves: Fort +3, Ref +5, Will +9
Abilities: Str 15, Dex 16, Con 12, Int 14, Wis 16, Chr 12
Skills: Balance +8, Climb +7, Hide +8, Intimidate +7, Jump +8, Listen +8, Move Silently +8, Spot +8
Feats: Improved Initiative, Multi-attack
Climate/Terrain: Any
Organization: Usually solitary, but can be found in packs up to four.
Challenge Rating: 5
Treasure: None
Alignment: Always Chaotic Evil
Advancement Range: 9-10 HD (Medium)
		       11-13 HD (Large)

See the Alien Compendium 1 for more information.

Combat:
Warbeasts are created to kill.  They are ferocious fighters that are rather intelligent and use that to their advantage.  They are masters of sneak attacks designed to take out foes one at a time and cause terror and confusion in the survivng foes.  They can use simple weapons with their clawed forepaws, but they are clumsy with them (gaining no ability score bonuses).  

Moecular Reconstruction (Ex): When a warbeast is dropped to 0 hit points (unless all hit points were used up in one or two attacks), the beast’s molecular structure breaks down and forms a puddle of protoflesh.  After d20+4 hours, the warbeast reforms with improved attributes.  This improvement takes the form of a 1 point increase in a defense related to the way it “died”: if it died from a high impact attack, increase the creature’s AC; if it died due to environmental factors, it reforms with an ability to survive those conditions.

Society:
See the Alien Compendium 1 for more information.