The Gnolls Species in Lords of Kaena | World Anvil
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The Gnolls

Everyone knows that the hyena-like Gnolls are bloodthirsty killers and savage slavers. These foul creatures have no love in their hearts and revel in wreaking havoc wherever they roam. A warband of Gnolls can slaughter an entire village in half a day, and those that survive their onslaught will wish they had not… is what the stories say.

In truth, Gnolls are little different than the Simba or Humans that live in Iwisa. The Gnolls live in small, intensely insular tribes of blood related members and are led by the strongest and wisest female warrior of the tribe. This Queen gives up her identity and takes on the name of her tribe, and until she is challenged and slain by the next Queen in ritual combat (usually a daughter of hers - to die by your child's hand is the highest honour in Gnoll society), her entire existence is devoted to safeguarding the lives of her kin.

Though a Gnoll without a tribe is rare, and a Gnoll outside of Iwisa is rarer still, those who befriend one of the hyenafolk will find themselves with a devoted sibling for life who would kill or die for them without a moments hesitation.

D&D 5E

  • Ability Score Modifiers: +1 Dexterity, +2 Intelligence. OR choose one of (a) Any +2, any other +1 or (b) Any +1, any other +1, any other +1.
  • Size: You are medium.
  • Speed: 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 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.
  • Iron Guts: You have resistance against Poison damage and advantage on saving throws against being poisoned.
  • Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  • One Who Laughs: As a bonus action, you can let out an especially unnerving laugh. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.

PATHFINDER 1E

 
  • Ability Score Modifiers: Agile, intelligent, and endlessly clever a Gnoll is yet feared and mistrusted throughout the world. +2 Dexterity, +2 Intelligence, -2 Charisma
  • Size: Gnolls are Medium sized creatures.
  • Type: Gnolls are Humanoids with the Hyena subtype.
  • Base Speed: 30 Feet
  • Languages: Gnolls begin play speaking Izinyo. Gnolls with high intelligence may choose additional languages from: Ahuran, Hieratic, Iwisan, and Kush.
  • Darkvision: Gnolls can see perfectly in the dark up to 60 feet.
  • Carrion Feeder: Gnolls have a natural affinity for carrion. While their sense of smell isn’t as keen as that of other species, it is particularly attuned to the scent of injuries or death. This scent-like ability only functions for corpses and badly wounded creatures (50% or fewer hit points).
  • Iron Guts: Gnolls gain a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions and a +2 bonus against ingested poisons.
  • Natural Armour: Gnoll hides are remarkably tough, granting them a +2 natural armor bonus.
  • Toothy: A Gnoll's large maw is full of short, savage teeth that grant a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.
Scientific Name
Homo Hyaenidae Vulgaris
Lifespan
Less than 50 Years
Average Height
5' to 6'
RACIAL FEATS
Hide Worker
Ironhide
Keen Scent
Kinslayer
One with the Land
Scavenger's Eye
Smell Fear
Spirit Ridden
Welcome Pain

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