While usable in any setting, these were designed to supplant Gnolls in the setting I am working on lately. Quite similar in most respects though.
Amarok
Armor Class: 15 (13)
Hit Dice: 2
No. of Attacks: 1 weapon or 1 bite
Damage: 2d4 or by weapon +1, 1d6 bite
Movement: 30' Unarmored 40'
No. Appearing: 1d6, Wild 3d6, Lair 3d6
Save As: Fighter: 2
Morale: 8
Treasure Type: Q, S each; D, K in lair
XP: 75
The Amaroki (singular as Amarok) are lupine humanoids that form packs and hunt wide ranges in wilderness areas. They speak their own language of barks, growls, yaps and howls. An amorak's attitude mirrors that of wolves and is often rather aggressive towards other races. An amarok is substantially larger than a human reaching a height of 7½ feet tall when fully upright and with a weight of about 300 pounds. There is a wide variety of coat colors and patterns consisting of brown, black, gray, and white tones. Amaroki are often called wolfen by other races.
Amaroki are active predators, operating equally day or night but generally preferring being active at night. Each has Darkvision with a 30' range. They hunt effectively in packs, flanking and surrounding prey. Due to its strength, each has a +1 bonus on damage rolls when weapons are utilized.
One out of every six amaroki will be a seasoned warrior of 4 Hit Dice (240 XP) having a +2 bonus to damage due to strength. Amaroki gain a +1 bonus to their morale if they are led by such a warrior. In lairs of 12 or greater, there will be a pack leader of 6 Hit Dice (500 XP) having a +3 bonus to damage. In the lair, amaroki never fail a morale check as long as the pack leader is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present, and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hardened warrior statistically, and in addition has Clerical abilities at level 1d4+1. A witch or warlock is equivalent to a regular amarok, and has Magic-User abilities of level 1d4.
