Gnoll
Trying to talk to a gnoll is the quickest path to its stomach.
--Volothamp Geddarm
Gnolls remind the world of the horrors posed by the hordes of the Abyss, and the damage that even the briefest demonic incursion can inflict on the world. Created by Yeenoghu, the Lord of Savagery, gnolls are creatures of savage blood lust, extensions of the demon lord's will.
Their connection with Yeenoghu leaves gnolls with an unquenchable, supernatural hunger, both for violence and for flesh. A gnoll feels a constant, gnawing demand for blood and destruction that abates only when it kills and eats intelligent creatures. While incredibly rare, it is possible for this bond to be broken, leaving the gnoll independent and isolated, an outcast in their own pack. In these cases, setting out into the world is often the only way for them to survive.
Gnoll Names
As befits creatures with a language that is little more than whines, growls, and shrieks, most gnolls lack a name and would have little use for one. Gnolls that have become separated from Yeenoghu and their pack often simply adopt whatever nickname or title they are given by anyone actually willing to speak to them.
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Gnoll Traits
Your Gnoll character has the following traits.
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Gnolls are typically created through fiendish magic and appear fully matured. When naturally birthed, they reach adulthood within 6 months. They can live up to 40 years, although most do not survive that long.
Alignment. Gnolls are savage, frenzied creatures that have difficulties putting aside their destructive tendencies. Even if they may escape the evil nature of their god, they are still typically chaotic.
Size. Gnolls are between 7 and 8 feet tall and weigh between 280 and 320 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Wild Instincts. You have proficiency in your choice of one of the following skills: Intimidation, Perception, Stealth, Survival.
Bite. Your bone-crunching maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.
Languages. You can speak, read, and write Common, Gnoll, and Abyssal.
Slaughter Domain
Some gods want nothing more than slaughter and senseless destruction. These gods take pleasure in causing fear before death, and sow sorrow and despair through destroying beloved things. They instill in their followers an unquenchable, supernatural hunger, a gnawing demand for blood and destruction. Deities of this domain include Bhaal, Erythnul, Iuz, Ares, Set, and Yeenoghu. Clerics of these deities are their instruments and tools, pursuing a horrid, apocalyptic vision of a world transformed into a barren, empty ruin, with only the decaying corpses of the last few survivors to mark its passing.
Slaughter Domain Features
Cleric Level | Feature |
---|---|
1st | Domain Spells, Bonus Proficiency, Vengeful Strike (1d8) |
2nd | Channel Divinity: Chilling Dirge |
6th | Insatiable Hunger |
8th | Divine Strike (1d8) |
14th | Vengeful Strike (2d8), Divine Strike (2d8) |
17th | Death Rattle |
Domain Spells
You gain domain spells at the cleric levels listed in the Slaughter Domain Spells table. See the Divine Domain class feature for how domain spells work.
Slaughter Domain Spells
Cleric Level | Spells |
---|---|
1st | cause fear, inflict wounds |
3rd | crown of madness, phantasmal force |
5th | fear, vampiric touch |
7th | blight, phantasmal killer |
9th | contagion, destructive wave |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Vengeful Strike
Also at 1st level, you can retaliate against your attackers with a supernaturally vicious force. Violence drives you and getting wounded only makes you more ferocious. When a creature within 5 feet of you hits you with an attack, you can use your reaction to make a melee weapon attack against them. On a hit, you deal 1d8 necrotic damage to the target, in addition to the weapon's damage. The necrotic damage increases to 2d8 at 14th level.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Chilling Dirge
Starting at 2nd level, you can use your Channel Divinity to strike fear into the hearts of your enemies. As an action, choose a number of creatures equal to half your Cleric level (rounded down) within 30 feet of you that can see or hear you. Each creature you choose must make a Wisdom saving throw. On a failed save, they are frightened of you until the end of your next turn. Whenever you roll necrotic damage against a creature frightened in this way, deal maximum damage instead of rolling. On a successful save, they are not frightened, but have disadvantage on any rolls against being frightened until the end of your next turn.
Insatiable Hunger
At 6th level, when you deal necrotic damage to a creature within 5 feet of you, you can choose to gain temporary hit points equal to half the necrotic damage dealt (rounded down).
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Death Rattle
Starting at 17th level, your sinister presence shakes even your most stalwart of foes. Whenever a creature rolls a saving throw against being frightened by your abilities and spells, they roll with disadvantage. In addition, the range of your Chilling Dirge feature increases to 60 feet.
Created by /u/frombrad2worse
Art from Paizo's Monster Codex and Wizards of the Coast's Volo's Guide to Monsters.
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