Gnoll

Gnoll CR: 1/2

Medium humanoid (gnoll), chaotic evil
Armor Class: 15 (hide armour,shield)
Hit Points: 22 5d8
Speed: 30 ft

STR

14 +2

DEX

12 +1

CON

11 +0

INT

6 -2

WIS

10 +0

CHA

7 -2

Senses: Darkvision 60 ft, passive Perception 10
Languages: Gnoll
Challenge Rating: 1/2

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

Actions

Bite. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit 4 1d4+2 piercing damage.   Spear. Melee or Ranged Weapon Attack +4 to hit, reach 5 ft or range 20/60 ft, one target. Hit 5 1d6+2 piercing damage, or 6 1d8+2 piercing damage if used with two hands to make a melee attack.   Longbow. Ranged Weapon Attack +3 to hit, range 150/600 ft, one target. Hit 5 1d8+1 piercing damage.

Gnolls are humanoid versions of hyenas. They were formed when their demonic god Yeenoghu visited the Material Plane on a Wild Hunt. When the hyenas went to scavenge the corpses of the slain, these same bodies were rife with the power of Yeenoghu. This caused the bodies & minds of the hyenas to mutate into the first Gnolls. Since they first arose, they have been a curse on all other races who encounter them. They make nothing for themselves, scavenging what they need and refitting the scraps to better suit their needs. They range far & wide looking for weak settlements to raid, for plunder and humanoids to feed on. A well defended position is left as they find such placements too hard to overcome, instead preying on the weak. They are so accustomed to spilling blood that even races like Orcs would not work with them.

Suggested Environments

Africa, the Middle East, and India.


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