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Gnoll Whelp CR 1/2
INTRODUCTION XP 200
Low level monsters are great. CE Small humanoid (gnoll)
They are often some of the most Init +6; Senses darkvision 60 ft.; Perception +2
iconic creatures in the game.
Goblins, orcs, kobolds, gnolls and DEFENSE
the like are all essential elements
AC 16, touch 13, flat-footed 14 (+2 armor, +2
to any fantasy game.
Dex, +1 shield, +1 size)
Unfortunately, their challenge ratings leave them to
hp 7 (2d8-2)
become mere speedbumps in the game as PCs
Fort +2, Ref +2, Will +0
acquire levels.
OFFENSE
Dragons, Giants and other more powerful creatures
are iconic creatures too, but rarely find their way Speed 30 ft.
into play except for very level-specific adventures Melee club +2 (1d4)
and gameplay. Ranged longbow +4 (1d6/×3)
SPECIAL ABILITIES
Crazed Gnoll Howlers Darkvision (60 feet): The gnoll can see in the dark
Gnolls often worship demon lords (black and white vision only).
and other foul, chaotic and dark Disease Filth fever: Bite—injury; save Fortitude DC
gods. Such zealous devotion to 12; onset 1d3 days; frequency 1/day; effect 1d3
abstractions of pure evil is Dex damage and 1d3 Con damage; cure 2
enough to savagely destroy the consecutive saves.
psyche of most mortals, let alone Immunity to Mind-Affecting affects: You are
the bestial minds of the gnolls. immune to Mind-Affecting effects and Fear.
Insane (Ex) Creature is psychotic.
The crazed howlers are those gnolls who give Power Attack -1/+2: You can subtract from your
themselves unto the madness with wicked glee. attack roll to add to your damage.
They do not see madness, they see ascendance and
devotion to their gods. Gods who will reward Crazed Gnoll Howler (5e)
them for death, be it theirs or another’s. CE Medium humanoid (gnoll)
AC 15 (hide armor, shield)
Such gnolls are noted for their maddened, red HP 22 (5d8)
bloodshot eyes and mouths agape, panting Speed 30ft.
incessantly all the while drooling infectious saliva, STR 14 (+2), DEX 12 (+1), CON 11 (+0)
whilst wailing to higher powers. INT 6 (-2), WIS 0 (-5), CHA 5 (-3)
Condition Immunities: Any mind-affecting abilities.
Immunities Rabid Disease
Senses darkvision 60ft., passive Perception 5
Pygmy Gnolls
Languages Gnoll If legends are to be believed,
Challenge 1/2 (100 XP) there are tribes of stunted, pygmy
gnolls deep within the wilds, far
ACTIONS away from the lands of men.
These “miniature” gnolls are
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
twice as vicious as their cousins,
one creature. Hit: 4 (1d4+2) piercing damage plus
capable of terrible savagery and
rabid disease.
even cannibalism of their own kin. They ritually file
Spear. Melee or Ranged Weapon Attack: +4 to
their teeth in an effort to appear more fearsome and
hit, reach 5 ft. or range 20/60 ft., one target. Hit:
inflict wicked bleeding bites.
5 (1d6+2) piercing damage, or 6 (1d8+2) piercing
damage if used with two hands to make a melee
The so-called “pygmy” gnoll is much shorter,
attack.
standing scarcely four foot high. These gnolls seem
Longbow. Ranged Weapon Attack: +3 to hit,
delicate, but are ferocious and cunning, capable of
range 150/600 ft., one target. Hit: 5 (1d8+1)
expert trap-making and poison use. Their mottled
piercing damage.
fur often matches that of the shadowy foliage and
canopies, making them stealthy foes as well.
SPECIAL ABILITIES
Rabid Disease. If bitten by a crazed howler, a Pygmy Gnoll CR 1
creature may contract their rabid disease. Onset: XP 400
1d4 days. Save: 1 Con save immediately and 1 per CE Small humanoid (gnoll)
day if poisoned (DC 10). Effect: creatures failing Init +2; Senses darkvision 60 ft.; Perception +2
the save gain the Poisoned condition. Creatures
will die after three failed saves. DEFENSE
Run Amok. When the gnoll drops a creature to 0
AC 18, touch 13, flat-footed 16 (+2 armor, +2
hit points with a melee attack during its turn, the
Dex, +1 natural, +2 shield, +1 size)
gnoll can take a bonus action to move up to half
hp 11 (2d8+2)
its speed and make a bite attack.
Fort +4, Ref +2, Will +0
SPECIAL ABILITIES
Brute. Brute. A melee weapon deals one extra die
of its damage when the cave gnoll hits with it
(included in the attack).
Run Amok. When the gnoll drops a creature to 0
hit points with a melee attack during its turn, the
gnoll can take a bonus action to move up to half
its speed and make a bite attack.
ACTIONS
Bite. Melee Attack: +6 to hit, reach 5 ft., one
creature. Hit: 6 (1d4+4) piercing damage.
Darkvision (60 feet): The gnoll can see in the dark
Two-Headed Gnoll (black and white vision only).
A two-headed gnoll is generally Double Bite: The two-headed gnoll can make two
considered an omen of good bite attacks.
luck to its parents, and as it Improved Multiple Attacks: The two-headed gnoll
grows, they are generally never takes penalties from making multiple attacks.
favored and become Power Attack -1/+2: You can subtract from your
considerably stronger and attack roll to add to your damage.
more arrogant than their
brethren. Few other gnolls Two-Headed Gnoll (5e)
would abuse them, risking the ire of their dark gods. CE Medium humanoid (gnoll)
AC 15 (hide armor, shield)
In war, the two-headed gnoll is a terrifying and HP 49 (6d8+12)
disconcerting foe, able to simultaneously attack Speed 30ft.
flanking foes. Woe to those who are close enough
to smell its wretched breath, for its jaws are twice STR 16 (+3), DEX 12 (+1), CON 14 (+2)
as lethal as well. INT 6 (-2), WIS 10 (+0), CHA 7 (-2)
Senses darkvision 60ft., passive Perception 15
Two-Headed Gnoll CR 3 Languages Gnoll
XP 800 Challenge 1 (200 XP)
CE Medium humanoid (gnoll)
Init +2; Senses darkvision 60 ft.; Perception +7 ACTIONS
Multiattack: The two headed gnoll can make an
DEFENSE attack with his morningstar and a bite or make
AC 19, touch 12, flat-footed 17 (+2 armor, +2 two bite attacks.
Dex, +3 natural, +2 shield) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
hp 23 (3d8+9) one creature. Hit: 5 (1d4+3) piercing damage.
Fort +6, Ref +3, Will +3 Morningstar. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 7 (1d8+3) piercing
OFFENSE damage.
Speed 30 ft. Longbow. Ranged Weapon Attack: +3 to hit,
Melee morningstar +6 (1d8+4) or two bite attacks range 150/600 ft., one target. Hit: 5 (1d8+1)
+6/+6 (1d4+4) piercing damage.
Ranged longbow +4 (1d8/×3)
SPECIAL ABILITIES
STATISTICS Run Amok. When the gnoll drops a creature to 0
Str 18, Dex 14, Con 16, Int 12, Wis 14, Cha 12 hit points with a melee attack during its turn, the
Base Atk +2; CMB +6; CMD 18 gnoll can take a bonus action to move up to half
Feats Alertness, Combat Reflexes, Power Attack its speed and make a bite attack.
Skills Bluff +2, Climb +6, Intimidate +4, Two Headed. The two-headed gnoll may roll two
Perception +7, Sense Motive +4, Survival +6 dice (keeping the best one) on all Perception
Languages Common, Gnoll checks and on saves versus blindness, charm,
Other Gear leather armor, heavy wooden shield, deafness, fear, stunning or becoming unconscious.
longbow, morningstar
How to Use Them
SPECIAL ABILITIES Two-headed gnolls make great leaders or pack
Combat Reflexes (3 AoO/round): Can make extra additions. Most gnolls believe them to be living
attacks of opportunity/rd, and even when flat- symbols of their gods’ favor and become
footed. emboldened in their presence.
Speed 30 ft.
When attacking, the two-headed gnoll brazenly Melee spear +4 (1d8+4/×3)
rushes forth, completely assured of his physical Ranged longbow +2 (1d8/×3)
might. Use both heads to mock the weaknesses of Special Attacks disease (bubonic plague, filth fever,
the players, while crunching bone with morningstar DC 16)
or bite attacks. The gnoll’s high attack bonus means
they should not be shy about using power attack STATISTICS
either. Str 16, Dex 12, Con 20, Int 8, Wis 10, Cha 6
Base Atk +1; CMB +4; CMD 15
Feats Power Attack
Two-Headed Gnoll Encounters Skills Intimidate -1, Survival +4
Languages Gnoll
EL 3: Solitary two-headed gnoll SQ carrier, diseased flesh (filth fever), quick
EL 4; Two-headed gnoll and one additional gnoll incubation
EL 5: Two-headed gnoll and three additional Other Gear leather armor, longbow, spear
gnolls
EL 6: Two-headed gnoll and five additional gnolls SPECIAL ABILITIES
EL 7: Two-headed gnoll and seven additional
Carrier: Carries infections even though immune to
gnolls
disease.
EL 8: Two-headed gnoll and 11 additional gnolls Darkvision (60 feet): The gnoll can see in the dark
(black and white vision only).
Plague Bearer Gnoll Disease: The gnoll’s natural attacks inflict two
diseases (bubonic plague, filth fever, DC 16).
Generally gnolls are already a Disease Cloud (Ex): Area around plague bearer
filthy lot. Flies buzz about spreads two diseases (bubonic plague, filth fever,
them, and they are no strangers 30 ft., DC 16).
to lice and fleas. But there are Diseased Flesh (Ex): The gnoll’s tainted flesh carries
worse things than insects that disease (filth fever, DC 16).
can infest gnolls. They have no Immunity to Disease: The gnoll is immune to
qualms with eating carrion and diseases.
some even traffic with ghouls. This has led to a Power Attack -1/+2: The gnoll can subtract from
number of gnolls become plague carriers. Some few its attack roll to add to its damage.
gnolls, such as the plague bearer, are so infused with Quick Incubation: All diseases a plague bearer
disease they become walking death. carries have an immediate onset.
Plague Bearer Gnoll CR 3
XP 800
Plague Bearer Gnoll (5e)
CE Medium humanoid (gnoll)
CE Medium humanoid (gnoll)
AC 15 (hide armor, shield)
Init +1; Senses darkvision 60 ft.; Perception +0
HP 42 (5d8+20)
Aura disease cloud (bubonic plague, filth fever, 30
ft., DC 16) Speed 30ft.
STR 14 (+2), DEX 12 (+1), CON 18 (+4)
DEFENSE INT 6 (-2), WIS 10 (+0), CHA 7 (-2)
AC 14, touch 11, flat-footed 13 (+2 armor, +1 Dex, Immunities Disease
+1 natural) Senses darkvision 60ft., passive Perception 10
hp 19 (2d8+10) Languages Gnoll
Fort +8, Ref +1, Will +0 Challenge 1 (200 XP)
Immune disease
ACTIONS
OFFENSE
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., EL 6: Two plague bearer gnolls and three ghouls
one creature. Hit: 4 (1d4+2) piercing damage. EL 7: Two plague bearer gnolls and five ghouls
Spear. Melee or Ranged Weapon Attack: +4 to EL 8: Three plague bearer gnolls and six ghouls
hit, reach 5 ft. or range 20/60 ft., one target. Hit: EL 9: Four plague bearer gnolls and ten ghouls
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, CR 4
range 150/600 ft., one target. Hit: 5 (1d8+1)
piercing damage.
Giant-Blooded Gnoll
SPECIAL ABILITIES Terrors of the great desert, the
Diseased. The gnoll is infected with (and transmits rare abomination of mixed gnoll
by touch) sewer plague. Targets must immediately
and desert giant is a fearsome
make a Con save (DC 11) or gain a level of
beast. They stand some eight feet
exhaustion, only regains half their usual amount of
tall and their bodies are dense
healing from hit dice and no healing from a long
with muscle and covered in
rest.
coppery patched fur. In their
Disease Cloud. All creatures within 30’ are subject
eyes gleam hatred and greed, and surprise when
to the plague bearer’s disease.
they meet those not willing to give them what they
Run Amok. When the gnoll drops a creature to 0
desire, which quickly turns to ire...
hit points with a melee attack during its turn, the
Giant-Blooded Gnoll CR 4
gnoll can take a bonus action to move up to half
XP 1,200
its speed and make a bite attack.
CE Medium humanoid (desert giant, gnoll)
Init +1; Senses darkvision 60 ft., low-light vision;
How to Use Them Perception +7
Plague Bearer gnolls are relatively weak, with the
ramifications of encountering them not readily DEFENSE
apparent generally until afterwards, when the AC 18, touch 10, flat-footed 17 (+2 armor, +1 Dex,
diseases really begin to set in. They work well with +6 natural, -1 size)
other undead, such as ghouls and the like, less so hp 32 (3d8+18)
with “healthy” other humanoid types. Fort +8, Ref +2, Will +3
OFFENSE
Speed 30 ft. Spellcasting. The gnoll den mother casts druid
Melee heavy mace +6 (1d8+3) spells as a 1st level druid. They always know cure
Ranged longbow +5 (1d8/×3) wounds, but know two druidic cantrips and one
additional first level spell.
STATISTICS
Str 16, Dex 14, Con 16, Int 8, Wis 12, Cha 8 How to Use Them
Base Atk +3; CMB +6; CMD 18 The den mothers could be used when exploring
Feats Furious Focus, Power Attack, Toughness gnoll lairs or as a supplemental encounter when
Skills Heal +5, Intimidate +0, Perception +4 dealing with gnoll whelps. Large, protective and
Languages Gnoll angry is a just description of the den mother’s
Other Gear leather armor, heavy wooden shield, abilities.
heavy mace, longbow
In combat, she charges right in, using Furious Focus
SPECIAL ABILITIES to great effect, dealing great amounts of damage
Darkvision (60 feet): The gnoll can see in the dark with her mace.
(black and white vision only).
Power Attack -1/+2: The gnoll can subtract from
her attack roll to add to her damage. Den Mother Encounters
CR 8 SPECIAL ABILITIES
Cleave: If the gnoll hits a foe, it may attack an
adjacent target at the same attack bonus but take -
2 AC.
Gnoll Warchief Cornugon Smash: When you damage an opponent
The gnoll warchief is a general of with a Power Attack, you may make an immediate
sorts, at least among gnolls. He or Intimidate check as a free action to attempt to
she is often the eldest warrior, demoralize your opponent.
right next to the chieftain. The Darkvision (60 feet): You can see in the dark
warchief serves as the right hand (black and white vision only).
man, and advisor of all things war Improved Sunder: You don't provoke attacks of
related. The warchief also leads opportunity when sundering.
incursions of large bands of gnolls into battle. Jaguar Pounce: Treat charge or spring attack
against flat-footed or helpless foes as if you have
They are generally large gnolls, well-muscled and Improved Critical.
scarred, with high quality weaponry and armor and Power Attack -2/+4: You can subtract from your
an obvious aura of confidence. attack roll to add to your damage.
Weapon Training (Axes) +1 (Ex): +1 Attack,
Gnoll Warchief CR 8 Damage, CMB, CMD with Axes.
XP 4,800
CE Medium humanoid (gnoll) Gnoll Warchief (5e)
Init +2; Senses darkvision 60 ft.; Perception +4 CE Medium humanoid (gnoll)
AC 18 (breastplate armor, shield) might be a satisfying end to a band of gnolls that
HP 90 (12d8+36) have been marauding without killing off the tribe’s
Speed 30ft. chief. Alternately, you can use the warchief as a
STR 18 (+4), DEX 14 (+2), CON 16 (+3) great gnoll warrior in any situation you see fit.
INT 13 (+1), WIS 14 (+2), CHA 12 (+1)
In combat, the warchief is very much a master of
Saves Str +8, Con +7
warfare. He is terrifyingly dangerous with an axe
Senses darkvision 60ft., passive Perception 10
and thanks to his Jaguar Pounce he can deal horrific
Languages Gnoll
critical hits. On top of that he intimidates his foes
Challenge 9 (5000 XP)
with nearly every attack, using Power Attack in
tandem (of course). On top of that, have him
ACTIONS
sunder some of the PCs gear and you have a very
Multiattack. The gnoll warchief makes three memorable villain.
attacks each round.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 6 (1d4+4) piercing damage. Gnoll Warchief Encounters
Spear. Melee or Ranged Weapon Attack: +8 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: EL 8: Solitary Gnoll Warchief
7 (1d6+4) piercing damage, or 8 (1d8+4) piercing EL 9: Gnoll Warchief and 10 regular gnolls
damage if used with two hands to make a melee EL 10: Gnoll Warchief and 20 regular gnolls
attack.
Longbow. Ranged Weapon Attack: +6 to hit,
range 150/600 ft., one target. Hit: 6 (1d8+2)
piercing damage.
Monstrous Feats
SPECIAL ABILITIES Blood-Crazed [Gnoll]
When in the depths of pain and madness you gain
Defensive Combat Style: The gnoll warchief has a
a savage strength.
+1 bonus to their AC while wearing armor.
Prerequisites: Gnoll, Con 13+
Durable. Once per combat the gnoll warchief can
Benefit: When suffering enough damage to be
reroll a failed save, taking the result of the new
50% or less of your normal hit points, you gain a
roll.
+2 morale bonus to damage.
Improved Critical. The gnoll warchief scores critical
hits on 19-20.
Protective Shield. When using a shield, you can Confusing Onslaught [Gnoll]
force an opponent to roll twice (take the lowest) The gnolls charge, howling wildly and their chaotic
on attacks against adjacent allies. attack confuses their opponents.
Rejuvenation. Once per combat, as a bonus Prerequisites: Chaotic alignment, Gnoll
action, the gnoll warchief can regain 1d10 + 7 hit Benefit: The first time you charge in combat,
points. creatures you target during that charge become
Run Amok. When the gnoll drops a creature to 0 flat-footed.
hit points with a melee attack during its turn, the
gnoll can take a bonus action to move up to half Filed Teeth [Gnoll]
its speed and make a bite attack. Your teeth are filed to razor-sharp points.
Surge. Once per combat, as a bonus action, the Prerequisites: Gnoll, bite attack
gnoll warchief can take an extra turn on top of Benefit: Your bite deals +1 point of damage and
their regular turn. inflicts 1 point of bleed on critical hits.
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