Cinaran Hounds {Gnolls}
Description
The Gnolls, sometimes also referred to as Cinaran Hounds, are a humanoid species roughly resembling human-hyena hybrids. The myths say they were created by Cinarus from Elemental Fire, and like fire rises fast and burns out quickly, they mature rapidly and are short-lived, but they strangely appear to be wise beyond their age. This is caused by a unique trait they possess: memory transfer. If a Gnoll eats another, they take on the memories of the consumed Gnoll, including any memories of previously eaten Gnolls. Cannibalism of the dead is thus heavily promoted within Gnoll society to pass on memories from the deceased to the younger generation. As a result most Gnolls possess information and experiences of many lifetimes, although remembering too many lifetimes can occasionally lead to insanity. Those with memories past ten generations are generally tasked to write down their memories and not consumed after their death to prevent this. Another side effect of this memory transfer is that Gnolls not only remember multiple lives, but also multiple deaths. This can affect their perception of death and the importance they place on it. This often negatively affects their concept of self-preservation and Gnoll warriors that approach the ten generation limit can be near suicidal in their behavior.Culture
Nowadays the Gnolls are mostly found in The Broken Plains, however millenia ago they used to be found all over the world. Shortly after the Great Catastrophe, they migrated here and started to hunt down the undead of the region as dictated by Cinarus's divine tenet. The Gnolls are divided into dozens of tribes, as they have always been. Their society recognizes no inherent or hereditary form of authority, except for leaders whom they choose to follow. These tribes can be quite different in terms of traditions and culture, and when they are not hunting undead they often spend time fighting over petty squabbles. However, occcasionally several tribes unite behind a single great chieftain or shaman who possesses sufficient charisma and vision. One major downside of their lack of central authority is that there are often no established and enforced laws. Gnolls tend to abide by the rules set within their tribe, but these rules are quite loose and basic. This leads to a somewhat chaotic society where individuals take what they can take, and keep what they can keep. Gnolls do not strongly adhere to a concept of family either. Since they possess memories of multiple lifetimes, they remember many parents and families. Once they reach adulthood they leave their biological parents to live on their own and they often treat their parents the same as any other close friend.Religion
Gnolls are a warlike species, however this is not due to malevolence. They simply see strength as another virtue and conflict shapes men to be the best they can be. Due to their memory transfer, death is not as important to them and those who lose a close relative or friend are often comforted by the knowledge that their memories live on in someone else (or even themselves!). These attributes correspond well with the teachings of Cinarus and as such he is widely worshiped among the Gnoll tribes. His cleansing attribute is also one of the main reasons that they are so hellbent on hunting down all undead and putting them to rest.Statistics
Gnoll Traits Ability Score Increase.Your Strength score increases by 1. Age.
Gnolls mature rapidly, becoming adults at only 3 years old. However they are also extremely short-lived, rarely passing beyond 30 years old. Speed.
Your base walking speed is 30 feet. Darkvision.
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Bite.
Your jaws are natural weapons, which you can use to make unarmed strikes. If you hit with this bite attack, you deal piercing damage equal to 1d4 + your Strength modifier instead of bludgeoning damage normal for an unarmed strike. Rampage.
When you reduce a creature to 0 hit points with a melee attack on your turn, you may use a bonus action to move up to half your speed and make an attack with your Bite weapon. Languages.
You can speak, read, and write Common and Gnoll. The Gnoll language mostly consists of yips, yaps and snarling. Subraces.
There are 3 subraces of gnoll that exist: Striped, Spotted, and Brown. Striped
Striped Gnolls tend to be shorter than most gnolls but are quicker on their feet. These Gnolls tend to be either scouts or messengers. Ability Score Increase.
Your Dexterity score increases by 2. Adrenaline Rush.
Your feral adrenaline allows you to move at a frenzied pace. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. Natural Alacrity.
You are proficient in your choice of either the Acrobatics or Athletics skills. Spotted
Spotted Gnolls are the leaders among their tribe. They tend to be more calculating and discerning and have more of a sense of diplomacy than others of their kind. Ability Score Increase.
Your Charisma score increases by 2. Incite Rampage.
As an action you can allow one ally you can see within 30 feet of you to use their reaction to make one melee attack if it can hear you. Once you have used this ability, you must finish a short or long rest before you can use it again. Natural-Born Leader.
You are proficient in your choice of either the Intimidation or Persuasion skills. Brown
Brown Gnolls are the most common Gnolls and make up the bulk of a tribe’s forces. They are the hardiest among them and tend to make up most of the warrior class of a tribe. Ability Score Increase.
Your Constitution score increases by 2. Feral Bite.
On your turn you can use a bonus action to make a Bite attack. If the target is below half health, you have advantage on this attack and it deals an additional 1d4 damage. Once you have used this ability, you must finish a short or long rest before you can use it again. Hardy Warriors.
You are proficient in your choice of the Survival or Athletics skill.
Additional Information
Geographic Origin and Distribution
Most tribes are concentrated in The Broken Plains, although they can occasionally be found elsewhere as well. Some Gnolls also decide to leave their tribe to travel the world.
Lifespan
30 years.
Average Height
1.7 - 2.2 meters.
Average Weight
90 - 140 kg.
The Great Cleansing
In centuries past, the Gnolls had a significant presence in all parts of the world. Their rapid procreation, memory transfer and the low overall level of technology at the time meant they were a force to be reckoned with in most places. They were also highly religious, with the tribes found in what are now known as Middenland and the Eastern Steppes often being led by Shamans of Cinarus. These Shamans interpreted the signs found in fires, the sky or otherwise and used them to decide the direction of the tribes. During the event known as the Catastrophe, Mount Cinaro in The Broken Plains erupted. The smoke of this eruption could be seen far and wide and many Shamans also claimed to have seen a fire in the sky shortly before this eruption. The Great Shaman Rakk Cindereye unified many of the tribes of Middenland and, along with other tribes, they traveled north following the trail of smoke in the sky. Once they arrived there, they saw the rampant Undead in the region and they recognized the cause that Cinarus had set out for them: to keep down this undead threat. They have stayed there ever since, fighting the constantly replenishing undead of the region. This sudden exodus of the Gnoll tribes had a large effect not only on The Broken Plains where they arrived, but also on the regions where they left. It left a huge power vacuum in certain areas, most notably in Middenland where the human tribes stepped in and managed to massively expand their lands. From this were born several kingdoms that would eventually start the Great War against the Varaki Dominion. Thus the great exodus of Gnolls indirectly led to the fall and enslavement of the Varaki.Remove these ads. Join the Worldbuilders Guild
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