Bestiary · Humanoid

PR 1/2

Gnoll

Gnolls raid and move on. They do not hold ground or keep prisoners past the first day. They are most dangerous in the minute after one of them goes down.

Gnoll, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
14 (hide armor and buckler)
Hit points
22 (5d8)
Proficiency
+2
  • STR 14 +2 save +2
  • DEX 12 +1 save +1
  • CON 11 +0 save +0
  • INT 6 -2 save -2
  • WIS 10 +0 save +0
  • CHA 7 -2 save -2
Skills
Perception +2 , Intimidation +0
Passive Perception
12
Senses
darkvision 60 ft.
Languages
Goblin
Found in
Savanna , Farmland

Equipment

Traits

  • Rampage

    When it reduces a creature to 0 hit points with a melee attack, the gnoll can move up to half its speed and make one Bite attack as a bonus action.

Actions

  • Bite

    +4 to hit · reach 5 ft.

    1d4 + 2 piercing damage

    A bite from the gnoll's jaws.

  • Spear

    +4 to hit · reach 5 ft.

    1d8 + 2 piercing damage

    A spear thrust.

  • Longbow

    +3 to hit · long range

    1d8 + 1 piercing damage

    An arrow from a longbow.