Gnoll Homunculus Species in Soderhalm | World Anvil
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Gnoll Homunculus

As part of the never ending arms race of the nohrian empire against the other kingdoms and the Tskinerian rebelions in theor territory, one dwarf wizard by the Gero Quartzenegr has expiremnted on captive gnolls and managed to create homunculi in their image. Those are the gnoll homunculi.   Despite the names they aren't gnolls, but homunculi desgined after them. They have the agressiveness of gnolls, with less self preservation but also less control. As a result, they are created with helmets which allow the wearer of the master helmet of any given set to control them.    They are living weapons, and lack common sense and cannot survive in the wild. Even so, they are let out in the wild once in a while in  a controlled area to wreck havoc and die.     

Gnoll Homunculus CR: 2

Medium construct , chaotic evil
Armor Class: 15
Hit Points: 8d8+3
Speed: 35 ft

STR

19 +4

DEX

12 +1

CON

16 +3

INT

4 -3

WIS

11 +0

CHA

8 -1

Saving Throws: Strength +6, Con +5
Skills: perception +2, athletics +6
Damage Vulnerabilities: Lightning, Psychic
Damage Resistances: Poison
Condition Immunities: Blinded
Senses: darkvision 60 ft, passive perception 12
Languages: Understands dwarvish but cannot speak
Challenge Rating: 2

Rampage. When the gnoll homunculus reduces a creature to 0 hit points with a melee attack on its turn, the gnoll homunculus can take a bonus action to move up to half its speed and make a bite attack.   Control mask. The gnoll homunculus has a massive, orange, rectangular iron mask four sharp edges to it. While wearing the mask, the gnoll homunculus is charmed. While charmed in this way, it must obey the wearer of the control mask that controls this mask. The mask has resistance to bludgeoning, piercing and slashing damage from nonmagical weapon sthat aren't adamantine, 20 hit points and 15 AC. The gnoll gomunculus cannot use it's headbutt and flame shot attack without the mask.   Violent Attacker. once on each of it's turns, when the gnoll homunculus hits with a melee attack, it can choose to deal an additional 1d6 damage. If it deals the extra damage, attacks against it have advantage until the start of the gnoll homunculus's next turn.

Actions

Multiattack. the gnoll homunculus makes two attacks: one wit hit's claws and one with it's headbutt. Alternitavely, it can use it's flame shot twice.   Claws. Melee weapon attack, reach 5ft., +6 to hit, deals 1d6+4 slashing damage   Headbutt: Melee weapon attack, reach 5ft., +6 to hit, deals 1d10+4 bludgeoning damage and forcing a DC 13 strength saving throw, on a failed save the target falls prone   Flame Shot. Ranged weapon attack, range 25\60 feet., deals 2d6 fire damage. The target must succeed on a DC 12 dexterity saving throw or catch fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Killing machines desgined after real life gnolls and raised in captivity by the nohrian empire used as weapons.

Basic Information

Growth Rate & Stages

The gnoll homunculi start life similarly to normal homunculi, only they are treated with mystic images of voilence and carnage throught their assembly. From there they actually grow organicly, and are fed rotten disposble meat. They reach maturity in about six months, and it is theorizes that if one wold ever live for a full year they might develop a sense of self.
Genetic Ancestor(s)
Scientific Name
Synthetic Gnoll
Origin/Ancestry
Nohr

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