Esnak | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Esnak

Medium Lesser Gnoll, Chef (Guild Artisan), Chaotic Good

Armor Class 16 (Studded Leather Armour)
Hit Points 47 (5d10+2)
Speed: 30 ft

STR

14
( +2 )

DEX

18
( +4 )

CON

14
( +2 )

INT

12
( +1 )

WIS

16
( +3 )

CHA

9
( -1 )

Saving Throws Str +5, Con +5
Skills Animal Handling +6, Insight+ 6, Persuasion +2, Survival +6, Cook's Utensils (expertise/+6)
Senses Passive Perception 13
Languages Common, Gnoll and Elvish
Challenge Rating 5
Proficiency Bonus +3

Description

7'1 Gnoll man (38 years old looks 53), wearing studded leather armour. Wields two scimitars and a heavy crossbow.

Suggested Environments

Works as the head chef of Vor Austrat and lives in the Usothrith House with Raggog The Ancient, Zaalea Skyjumper Kanresilartona and Phibella Usothrith


Keen Smell. Thanks to your origin, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.   Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.   Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Hyena Origin. You have advantage on charisma checks to interact with hyenas.   Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.   Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.   Improved Critical. Your weapon attacks score a critical hit on a roll of 19 or 20.   Extra Attack. you can attack twice, instead of once, whenever you take the Attack action on your turn.   Equipment. Common Potion of Healing, Periapt of Wound Closure

Actions

Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.   Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.   Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Bonus Actions

Two-Weapon Fighting. When you take the Attack action with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand.   Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.   Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain 1d10+5 hit points. Once you use this feature, you must finish a short or long rest before you can use it again.


Created by

Noble 7.

Statblock Type

NPC Sheet

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