Gnolls
Gnoll
Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.
Armor Class | 15 (hide armor, shield) | ||
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Hit Points | 5d8 | ||
Speed | 30ft. | ||
Strength | 14 (+2) | ||
Dexterity | 12 (+1) | ||
Constitution | 11 (+0) | ||
Intelligence | 6 (- 2) | ||
Wisdom | 10 (+0) | ||
Charisma | 7 (-2) | ||
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | Gnoll | ||
Challenge | 1/2 (100 XP) | ||
Special | Rampage | When the gnoll reduces a creature to 0 hit points | with a melee attack on its turn, |
the gnoll can take a bonus action to move | up to half its speed and make a bite attack | ||
Action 1 | Bite | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one creature | Hit 1d4+2 piercing damage | ||
Action 2 | Spear | Melee or Ranged Weapon Attack | d20+4 to hit |
Reach 5 ft. or range 20J60 ft., one target | Hit 1d6+2 piercing damage, | or 1d8+2 piercing damage if | used with two hands to make a melee attack |
Action 3 | Longbow | Ranged Weapon Attack | d20+3 to hit |
Range 150/600 ft., one target | Hit 1d8+1 piercing damage |
Gnoll Pack Lord
The alpha of a gnoll pack is the pack lord, ruling by might and cunning. A pack lord earns the best of a gnoll pack's spoils, food, valuable trinkets, and magic items. It ornaments its body with brutal piercings and grotesque trophies, dyeing its fur with demonic sigils, hoping Yeenoghu will make it invulnerable.
Armor Class | 15 (chain shirt) | ||
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Hit Points | 9d8+9 | ||
Speed | 30ft. | ||
Strength | 16 (+3) | ||
Dexterity | 14 (+2) | ||
Constitution | 13 (+1) | ||
Intelligence | 8 (- 1) | ||
Wisdom | 11 (+0) | ||
Charisma | 9 (-1) | ||
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | Gnoll | ||
Challenge | 2 (450 XP) | ||
Special | Rampage | When the gnoll reduces a creature to 0 hit points | with a melee attack on its turn, |
the gnoll can take a bonus action to move up | to half its speed and make a bite attack | ||
Action 1 | Multiattack | The gnoll makes two attacks, | either with its glaive or its longbow |
and uses its Incite Rampage if it can | |||
Action 2 | Bite | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one creature | Hit 1d4+3 piercing damage | ||
Action 3 | Glaive | Melee Weapon Attack | d20+5 to hit |
Reach 10ft., one target | Hit 1d10+3 slashing damage | ||
Action 4 | Longbow | Ranged Weapon Attack | d20+4 to hit |
Range 1 50/600 ft., one target | Hit 1d8+2 piercing damage | ||
Action 5 | Incite Rampage (Recharge 5- 6) | One creature the gnoll can see | within 30 feet of it can use its reaction to |
make a melee attack if it can hear | the gnoll and has the Rampage trait |
Gnoll Fang of Yeenoghu
Gnolls celebrate their victories by performing demonic rituals and making blood offerings to Yeenoghu. Sometimes the demon lord rewards his worshipers by allowing one of them to be possessed by a demonic spirit. Marked as Yeenoghu's favorite, the lucky recipient becomes a fang ofYeenoghu, the chosen of the Gnoll Lord. In much the same way Yeenoghu created the first gnolls, a hyena that feasts on a fang's slain foe undergoes a horrible transformation, becoming a fullgrown adult gnoll. Depending on the number of hyenas in a region, a fang of Yeenoghu can lead to a startling increase in the gnoll population. Finding and killing the fang is the only way to keep that population in check.
Armor Class | 14 (hide armor) | ||
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Hit Points | 10d8+20 | ||
Speed | 30ft. | ||
Strength | 17 (+3) | ||
Dexterity | 15 (+2) | ||
Constitution | 15 (+2) | ||
Intelligence | 10 (+0) | ||
Wisdom | 11 (+0) | ||
Charisma | 13 (+1) | ||
Saving Throws | Constitution d20+4 | Wisdom d20+2 | Charisma d20+3 |
Senses | Darkvision 60ft. | Passive Perception 10 | |
Languages | Abyssal | Gnoll | |
Challenge | 4 (1 ,100 XP) | ||
Special | Rampage | When the gnoll reduces a creature to 0 hit points | with a melee attack on its turn, |
the gnoll can take a bonus action to move up | to half its speed and make a bite attack | ||
Action 1 | Multiattack | The gnoll makes three attacks: | one with its bite and two with its claws. |
Action 2 | Bite | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one creature | Hit 1d6+3 piercing damage, | and the target must succeed on | a DC 12 Constitution saving throw |
or take 2d6 poison damage | |||
Action 3 | Claw | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft. , one target | Hit 1d8+3 slashing damage |
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