Size: Medium
HD 6d8+2d10+ ()
AC: 20 (10+6nat+4dex)
Saves: (base 6,6,6) F9, R10, W10
Stats: Str 17, Dex 15(18), Con 13(16), Int 14, Wis 14, Cha 14
BAB/Grapple: 8/?
Attacks:
Defenses: 10 THP/round (w/-5 attack penalty), Thicket of Blades
Offenses: Flanks anyone allies flank, gains +4 from flanking and so do allies, one AoO against anyone hit by an ally once per round
Items: Boots of Dex (+1/3, so +3), Belt of Con (+3) (can't use old weapons or armor, as they don't auto-shrink)
Crusader Maneuvers (IL5, 5 known, 3 readied):
Vanguard Strike (DS1, if strike hits, allies gain +4 to attack target till next turn)
Crusader's Strike (DS1, if strike hits, heal 1d6+5 to one ally w/in 10 ft)
Foe Hammer (DS2, strike, +2d6 dmg, ignores DR)
Stone Bones (SD1, strike, gain DR 5/adamantine if hits)
Stone Vise (SD2 no prereq, std +1d6 dmg, Fort (DC 12+Str) or movement is 0 for 1 round)
Stances: Leading the Charge (WR1, no prereqs, swift, stance, allies that charge gain +IL to damage), Thicket of Blades (DS3 1 prereq, swift, stance, all movement provokes)
Cha to Will saves
Steely Resolve: Delayed damage pool of 5. Take this damage at end of next turn.
Furious Counterstrike: +1 att/dmg if delayed damage pool has any points in it.
Feats: 1, 3, 6, 1 bonus from taint (lose 1 feat)
Wolfpack Tactics (Take best ally's initiative. Also one AoO against an enemy hit by an ally once per round.)
Expert Tactician (Tome): (+4 flanking for you and allies, feint as immediate,
make difficult terrain as move, count as being 5' from position for flanking)
Stone Power (take up to -5 attack, gain 2x temp. hit points for 1 round. Can use w/normal attacks or Stone Dragon strikes)
Extra Granted Maneuver (I'll drop either this or Great Fortitude)
Great Fortitude [Combat]
You are so tough. Your belly is like a prism.
Benefits: This is a combat feat that scales with your Base Attack Bonus.
* +0: You gain a +3 bonus to your Fortitude Saves.
* +1: You die at -20 instead of -10.
* +6: You gain 1 hit point per level.
A barghest’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Spell-Like Abilities
At will—blink, levitate, misdirection (DC 14), rage (DC 15); 1/day—charm monster (DC 16), crushing despair (DC 16), dimension door. Caster level equals the barghest’s HD.
The save DCs are Charisma-based.
Feed (Su)
When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.
A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.
The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act.
Change Shape (Su)
A barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack.
Pass Without Trace (Ex)
A barghest in wolf form can use pass without trace (as the spell) as a free action.
Skills
Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks)
*A barghest in wolf form gains a +4 circumstance bonus on Hide checks.
(Copy/paste from SRD, not including any magic item bonuses or points from Crusader levels)