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Neanderthals appear in the Frostburn book, but all relevant data is included below.

Gormir might be accompanied by a tribe of neanderthals who look to him as chief.

Gormir    CR 5

Male Neanderthal Barbarian 5

LN Medium Humanoid (Human)

Init +0, Senses Listen +9; Spot +3

Languages Common


AC 16, touch 12, flat-footed 16 (+2 armor, +2 deflection, +2 shield)

hp 53 (5d12+15 HD)

Fort +7, Ref +1, Will +2


Spd 40 ft.

Melee tigerskull club +10 (1d8+4/×4)

Ranged javelin +6 ranged (1d6+4)

Base Atk +5; Grp +9

Special Actions rage


Abilities Str 18 (+4), Dex 11 (+0), Con 16 (+3), Int 8 (-1), Wis 12 (+1), Cha 8 (-1)

SQ improved uncanny dodge, trap sense +1

Feats Exotic Weapon Proficiency (tigerskull club), Power Attack

Skills Climb +10, Handle Animal +5, Intimidate +5, Jump +10, Survival +9

Possessions leather armor, heavy wooden shield, +2 ring of protection, cloak of pegasus feathers worth 600 gp.


Rage Gormir can rage twice a day for 8 rounds each time. While raging, he has the following stats: 63 hp; AC 14, touch 10, flat-footed 14; Grap +11, Atk tigerskull club +12 (1d8+6/×4), javelin +6 (1d6+6); Fort +9, Will +4; Str 22, Con 20; Climb +12, Jump +12.

Primitive Weapon Mastery Gruthik has a +1 attack bonus with bola, club, dart, greatclub, goad, harpoon, iuak, javelin, longspear, quarterstaff, ritiik, shortbow, shortspear, sling, spear, sugliin, throwing axe and tigerskull club.

Climate Tolerant Gormir does not have to make Fort saves to resist harsh temperature so long as that temperature is between -20 and 140.

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