Gnoll

Gnoll Warrior
- Size: Medium
- Type: Fiend
- Alignment: Chaotic Evil
- AC: 15
- Initiative: +1 (11)
- HP: 27 (6d8)
- Speed: 30 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 12 | +1 | +1 |
| CON | 11 | +0 | +0 |
| INT | 6 | -2 | -2 |
| WIS | 10 | +0 | +0 |
| CHA | 7 | -2 | -2 |
- Skills: None
- Senses: Darkvision 60 ft.; Passive Perception 10
- Languages: Gnoll
- CR: 1/2 (XP 100; PB +2)
Actions
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage.
Bonus Actions
Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack.
Lore & Background
Gnolls are savage humanoids with hyena-like features, created by the demon lord Yeenoghu to spread chaos and destruction across the material plane. These creatures embody the worst aspects of pack hunters - they are cruel, cowardly when alone, and utterly vicious when they have the advantage. Gnolls live for the thrill of the hunt and the taste of fresh meat, preferring to torment their prey before delivering the killing blow.
Unlike many humanoid races, gnolls have no true civilization or culture beyond their pack structure. They are driven by primal urges and demonic influence, making them unpredictable and dangerous neighbors to any settled community. Gnoll packs are nomadic, following game trails and raiding settlements before moving on to new hunting grounds. Their society is based purely on strength and cunning, with pack leaders maintaining control through intimidation and violence.
Combat Tactics
Gnolls are pack hunters who rely on overwhelming numbers and coordinated attacks to bring down their prey. They use their Rampage ability to move quickly between targets after killing an enemy, allowing them to maintain momentum in battle. Their Bite attacks can be particularly devastating when used in conjunction with their spear or javelin attacks.
These creatures prefer to attack from ambush, using their knowledge of the terrain to set up advantageous positions. They often employ hit-and-run tactics, striking quickly and retreating before enemies can organize an effective response. When forced into direct combat, gnolls focus their attacks on the weakest-looking opponents first, seeking to create fear and chaos among their enemies.
Encounter Ideas
The Hunting Pack: A gnoll pack has been terrorizing trade routes, leaving behind gruesome displays of their victims as warnings. The party must track the pack to their lair and eliminate the threat before more caravans fall victim to their attacks.
Demonic Corruption: A gnoll shaman has discovered a way to enhance his pack's abilities through demonic rituals, creating stronger and more intelligent gnolls. The party must stop the shaman before he can spread this corruption to other packs.
The Gnoll King: An unusually intelligent gnoll has united several packs under his leadership, creating a small but dangerous army. The party must infiltrate the gnoll stronghold and eliminate the leader before his forces can launch a major assault on nearby settlements.
Scavenger Hunt: Gnolls have been following in the wake of a larger conflict, scavenging battlefields and attacking wounded soldiers. The party encounters them while investigating reports of missing persons in the aftermath of a recent battle.
Environmental Effects
Gnolls leave clear signs of their presence through their destructive and wasteful habits. Animal carcasses stripped of meat but left to rot mark their hunting grounds, while broken trees and trampled vegetation show the passage of their packs. Crude totems made from bones and skulls mark territorial boundaries and sacred sites.
The stench of decay and unwashed bodies often precedes a gnoll pack, while their hyena-like laughter and howling can be heard from great distances. Scavenger birds often follow gnoll packs, feeding on the remains they leave behind.
Treasure
Gnolls are not sophisticated treasure collectors, but they do accumulate items from their victims. Weapons and armor are kept if they're useful, though gnolls prefer simple, brutal weapons over elegant or complex ones. Coins and jewelry are often kept as trophies rather than for their monetary value.
Bone ornaments and crude jewelry made from the remains of their victims serve as status symbols within the pack. Pelts and animal parts are used for practical purposes or as decorative elements in their crude shelters.
Plot Hooks
The Demon's Herald: A gnoll pack has been spreading word of Yeenoghu's return, gathering other packs and monstrous creatures to form a growing army. The party must stop this demonic crusade before it gains enough momentum to threaten entire kingdoms.
Pack Mentality: A gnoll separated from its pack has been captured and shows signs of intelligence when removed from the corrupting influence of its kin. The party must decide whether to try to rehabilitate the creature or eliminate it as a threat.
The Gnoll Slaver: A particularly cunning gnoll has been capturing humanoids alive to sell to other monsters or evil organizations. The party must rescue the captives and shut down this slave operation before more innocents are taken.
Territorial Dispute: Two gnoll packs are fighting over the same hunting grounds, and their conflict is spilling over into civilized areas. The party must find a way to resolve the situation, whether by eliminating both packs or finding a way to redirect their aggression elsewhere.