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.
- 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
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.