Gnoll Witherling Species in The True Dark Ages | World Anvil

Gnoll Witherling

Gnoll Witherling CR: 1/4

Small undead, chaotic evil
Armor Class: 12 (natural armour)
Hit Points: 11 2d8+2
Speed: 30 ft

STR

16 +3

DEX

8 -1

CON

12 +1

INT

5 -3

WIS

5 -3

CHA

5 -3

Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60 ft, passive Perception 7
Languages: Understands Gnoll but can't speak
Challenge Rating: 1/4

Rampage. When a witherling reduces a creature to 0 hit points with a melee attack on it's turn, it can make a bonus action to move up to half it's speed and make a bite attack.   Undead Nature. A gnoll witherling doesn't require air, food, drink, or sleep.

Actions

Multiattack. The witherling makes two attacks: one with it's bite and one with it's club, or two with it's club.   Bite. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit 4 1d4+2 piercing damage.   Club. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit 4 1d4+2 bludgeoning damage.

Reactions

Vengeful Strike. In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.

Witherling come about when a Gnoll pack starves due to lack of prey, and falls on each other in a cannibalistic frenzy. The surviving Gnolls gather the bones and beseech Yeenoghu. This ritual imbues the remains with a semblance of life and allows it to fight again. Though it can't eat or digest any prey, that leaves the bodies of the slain for it's packmates to feast on.   A few mages in dark magic has learned the practice of restoring the remains of Gnolls in such a fashion. A few are allied cultists of Yeenoghu, and a few are evil mages looking to expand their menagerie of puppets, guards, and/or warriors for their armies.

Suggested Environments

Africa, the Middle East, and India.


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