Gnoll Fang of Yeenoghu

Gnoll Fang of Yeenoghu CR: 4

Medium fiend (gnoll), chaotic evil
Armor Class: 14 (hide armour)
Hit Points: 65 10d8+20
Speed: 30 ft

STR

17 +3

DEX

15 +2

CON

15 +2

INT

10 +0

WIS

11 +0

CHA

13 +1

Saving Throws: Con +4, Wis +2, Cha +3
Senses: Darkvision 60 ft, passive Perception 10
Languages: Abyssal, Gnoll
Challenge Rating: 4

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on it's turn, the gnoll can take a bonus action to move up to half it's speed and make a bite attack.

Actions

Multiattack. The gnoll makes three attacks: one with it's bite and two with it's claws.   Bite. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit 6 1d6+3 piercing damage, and the targetĀ  must succeed on a DC 12 Constitution saving throw or take 7 2d6 poison damage.   Claw. Melee Weapon Attack +5 to hit, reach 5 ft, one target. Hit 7 1d8+3 slashing damage.

Gnolls celebrate their victories and culture with feastings, and sacrifices to Yeenoghu, and other blood offerings. Sometimes a Gnoll will be possessed by a demonic entity from the Abyss, making it stronger and more bloodthirsty than normally it would be. This creature kills indiscriminately even compared to other Gnolls, and any hyenas that feast on the kills will be turned into further Gnolls. It is always good to kill the Fang first if one is present to prevent a sudden rise in the number of Gnolls in a region.

Suggested Environments

Africa, the Middle East, and India


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