Gnoll Species in Imarand: The Twin Worlds | World Anvil
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Gnoll

For countless years the savage gnoll tribes have been seen as a plague upon the civilized worlds. But there are tribes that are more civilized than others that wish to trade with anyone willing. These gnolls often live in the woods and have discovered many tricks that make them renowned as expert hunters.   Most members of these tribes find employment as hunters and woodsmen and, in rare cases, take up the life of adventurer, wandering from place to place. These gnolls usually care little about the rules and laws of the civilized world and live by them more out of necessity than free will. They often go where they please and take what they want.   Play a gnoll if you want…
  • to be a savage hunter, capable of tracking your prey for days.
  • to roleplay a race that lives in cities out of necessity and protection rather than choice.
  • to be a member of a race that favors the ranger, cleric and rogue classes.
Languages: Gnoll, Infernal
Favored Regions: Fallowfelde, Fugue Plains, Goblin Downs, Northfield, Orcdell, Shimmering Desert, and Sorrel Dunes.
Favored Religions: Dradele, Gabal, Magdu, Tidsoro and the elements of Earth, Fire and Metal.
Female Names: Rageclaw, Whitetooth, Howl, Moon, Swift
Male Names: Shadowbreaker, Elksplitter, Metalhunter, Treecracker, Bonesnapper
Appearance: Gnolls are large humanoids resembling hyenas, both in appearance and behavior. They have short tails, spotted and striped fur and a large canine head with large round ears. Their hair and fur have earthen colors ranging from pale-yellow to brown, whereas the spots in the fur re usually black or dark brown. Their eyes have yellow or brown hues.  

Gnoll Racial Traits

+2 Dexterity, +2 Constitution, and -2 Charisma: Gnolls are hardy and accurate marksmen, but many find their appearance unsettling.
Medium: Gnolls are Medium creatures and have no bonuses or penalties due to their size.
Fast: Gnolls have a base speed of 40 feet. They can cover great distances on foot while they are hunting.
Darkvision: Gnolls can see in the dark up to 60 feet.
Though Hide: Gnolls gain a +1 racial bonus to their armor class. Marksman Tracker: Gnolls have a +2 bonus to survival and perception.
Ferocity: Once per day, when a gnoll is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Howling Charge: Gnolls gain a +1 bonus on attack rolls while charging.
Languages: Gnolls begin play speaking Gnoll and Infernal. Gnolls with high Intelligence scores can choose from the following: Abyssal, Beastial, Common, Draconic, Dwarven, Gnome, Orc, and Undercommon

022820_GnollWarriorjpg_Artist Ben Wootten.jpg

Gnoll Warrior by Ben Wootten

Savage Races

Genetic Ancestor(s)

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Cover image: World Anvil Banner - Imarand: The Twin Worlds by Martijn Donker

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