Gnoll Variants - The Homebrewery

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Variant Gnolls

Gnoll Savage
Though they appear to be creatures of flesh and blood, Medium fiend, chaotic evil
gnolls are demonspawn, fiends from the abyss given
physical form to better serve their master. Theirs is an Armor Class 14 (hide armor)
existence free of doubt, thought, or anything but the desire Hit Points 22 (5d8)
to kill, feed, and multiply for the glory of Yeenoghu, and the Speed 30 ft.
hunger, the endless hunger that drives them ever onwards.
Pity them if you must, but expect none in return - you have STR DEX CON INT WIS CHA
nothing to offer them but your own death. 11 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 7 (-2)

Gnoll Savage Skills Acrobatics +4, Stealth +4


The runts of a gnoll pack, savages must make up for their Senses darkvision 60 ft., passive Perception 10
lacking strength and size with quickness and ruthlessness. Languages Gnoll
They tend to keep to the flanks of a battle, looking for Challenge 1/2 (100 XP)
opportunities to surround enemies or, conversely, charge
straight through with surprising nimbleness to get at the
Actions
vulnerable targets in the back.
Multiattack. The gnoll savage makes two different melee
Gnoll Huntress attacks.
Predominantly female, huntresses are among the biggest Crippling Bite (1/turn). Melee Weapon Attack: +4 to hit, reach
and toughest gnolls in a pack. In battle, they serve as a 5ft., one creature. Hit 4 (1d4 + 2) piercing damage and the
frontline, always happy to use their powerful jaws to drag target’s speed is reduced by 10 feet until the end of its next
enemies out of position or prevent their victims from easily turn.
escaping.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft.
Gnoll Bloodfur or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage,
Named for the foul symbols they paint themselves with, Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one
bloodfurs are the standard bearers of Yeenoghu. Though target. Hit 5 (1d6 + 2) piercing damage.
they are potent combatants, and their weapons hold unholy
blessings, they tend to strategically hold position behind a Bonus Actions
battleline, attacking at range and defending their planted Quick Hop. The gnoll savage jumps 5 feet, or 10 with a running
icons as they empower the pack by chanting savage and start, without expending movement or provoking opportunity
baying prayers to Yeenoghu. attacks.

Gnolls - Karlos Warlock / Gnoll Raiders - Brian Valeza Rampage. After hitting a creature with a weapon attack, if the
Uses stains by Jared Ondricek. target is then below half its maximum hit points, the gnoll can
move up to half its speed and make a bite attack.
Yet Another vonBoomslang Original - More here!
Gnoll Huntress Gnoll Bloodfur
Medium fiend, chaotic evil Medium fiend, chaotic evil

Armor Class 15 (hide armor, shield) Armor Class 15 (chain shirt)


Hit Points 32(5d8 + 10) Hit Points 66 (12d8+12)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 7 (-2) 16 (+3) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 14 (+2)

Skills Athletics +4, Survival +2 Saving Throws Str +5, Dex +4, Con +3, Int +1, Wis +4, Cha +6
Senses darkvision 60 ft., passive Perception 10 Skills Persuasion +4, Religion +2
Languages Gnoll Senses darkvision 60 ft., passive Perception 10
Challenge 1/2 (100 XP) Languages Abyssal, Common, Gnoll
Challenge 2 (450 XP)

Actions
Aura of Enmity. The bloodfur is surrounded by an aura of
Flail. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit demonic enmity. Other creatures within 10 feet of it which have
6 (1d8 + 2) bludgeoning damage. the Rampage bonus action can use it anytime they make a
weapon attack, even if they miss or the target is above half its
Grasping Bite (1/turn). Melee Weapon Attack: +4 to hit, reach
hit points maximum. Creatures without it are infected by the
5ft., one creature. Hit 4 (1d4 + 2) piercing damage. Hit or miss
aura and suffer the following effects:
The target must succeed on a Strength (Athletics) or Dexterity
(Acrobatics) check against the result of the attack roll or is They treat all other creatures as hostile and are not
grappled (escape DC 14) until the end of the turn. considered willing targets for any effect.
If a creature leaves their reach, they must succeed on a DC
Javelin. Ranged Weapon Attack: +4 to hit, range 30/120ft., one
12 Wisdom saving throw against charm or be compelled to
target. Hit 5 (1d6 + 2) piercing damage.
make an opportunity attack, using a held weapon if able.
Bonus Actions They cannot willingly leave the area unless they first succeed
on a DC 12 Wisdom saving throw against charm.
Rampage. After hitting a creature with a weapon attack, if the
target is then below half its maximum hit points, the gnoll can
move up to half its speed and make a bite attack. Vile Smite (Recharge 5-6). On a hit with a weapon attack, the
bloodfur can deal an extra 9 (2d8) necrotic damage, and an
additional 4 (1d8) if the target is fey or celestial

Actions
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft. , one
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage when used with two hands, plus 4 (1d8)
necrotic damage.

Javelin. Ranged Weapon Attack: +5 to hit, range 30/120ft., one


target. Hit 6 (1d6 + 3) piercing damage plus 4 (1d8) necrotic
damage.

Vile Bite (1/turn). Melee Weapon Attack: +5 to hit, reach 5ft., one
creature. Hit 5 (1d4 + 2) piercing damage, plus 4 (1d8) necrotic
damage. Additiontally, the bloodfur recharges its Vile Smite
feature and the target has disadvantage on saving throws
against the Aura of Enmity until they leave its area.

Plant Icon. The bloodfur plants a foul Icon of Yeenoghu in its


space. While the bloodfur remains within 10 feet of he icon, its
Aura of Enmity affects an area within 30 feet of the icon. The
icon is a Medium object which does not occupy its space. The
bloodfur can retrieve it as an action, and other creatures can
attempt to topple it. Toppling the icon is an unarmed melee
attack against an AC of 10, which provokes opportunity attacks.
Any damage dealt by those attacks increases the icon’s AC. On
a hit, the icon is ceases to function until retrieved and replaced.

Bonus Actions
Rampage. After hitting a creature with a weapon attack, if the
target is then below half its maximum hit points, the gnoll can
move up to half its speed and make a bite attack.

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