Gnoll Playable Race

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Children of Yeenoghu

Created by the god with the moniker The Butcher, gnolls were most often worshipers of the demon lord Yeenoghu. Though some paid only a little reverence, many gnolls were fanatically devoted to their dark lord. It is because of his influence that a gnoll is best known for its savagery. Some gnolls believed it was their purpose as Yeenoghu's servants to cleanse the weak from the world, serving a higher purpose through the slaughter they had spread.

As the world became more civilized, those gnolls that were less enamored with Yeenoghu broke away from the common gnolls and attempted to integrate themselves into the broader society at large. The transition has not been easy. Many of the other races cling to the stereotypes of gnolls being only evil and dangerous and refuse to accept them. They live on the fringes of many humanoid cities and towns but have found some level of acceptance among the other monstrous races.

Spots and Stripes

Gnolls stand shoulder to shoulder with goliaths and bugbears, towering over humans, elves, and most other humanoid races. Most gnolls are gaunt creatures, but that should not fool you. Gnolls are pretty strong and move with a grace and agility that beguiles their appearance.

Most gnolls have greenish-gray skin along with a hide that is varying shades of brown. Older gnolls have a reddish yellow mane. When angered, the mane will stand on end, usually accompanied by a low growl. Their furry hides are marked with spots and stripes of various shapes and sizes. These markings play an essential role in the civilized gnoll society. One can quickly determine a gnoll's bloodline by these markings, with a dominant set of spots or stripes identifying their affiliations. Each has additional unique markings, some of which may be incorporate into the bloodline marks as they branch off through mating.

Family Ties

Blood runs deep within the gnoll culture, and as a result, the family takes precedent over every other relationship. A blood tie to another individual gnoll, pack, or clan will result in a strong alliance between the two. Although they will commonly fight amongst themselves for dominance, once the hierarchy is determined, the conflict is forgotten, and they remain staunch allies. During combat, members of a gnoll family will often abandon their instinct of self-preservation and rush to help their brothers and sisters. All bloodlines are traced maternally.

Gnoll Names

A gnoll's name is determined through clan membership and blood ties. Most packs and clans have multiple gnolls of the same name within them. The commonality of names is to honor a revered member of the family and identify direct bloodlines.

Male Gnoll Names: Dafnyr, Gnoryc, Gnyrn, Hyrn, Loryun, Lhyr, Mogr, Sorgnyn, Thyrn, Wrych

Female Gnoll Names: Dagnyra, Edawr, Gnira, Hyra, Hyrgna, Lhyra, Malga, Miryl, Shyrla, Tarnyra, Yrgna

Gnoll Traits

Your gnoll character has the following racial traits.


  • Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.
  • Age. The gnoll reaches adulthood at an exceptional speed, maturing at a mere 5 years of age. Gnolls had very short lifespans when compared with other humanoids, living only 30 or so years on average. At the very end of their lifespans a gnoll will decline quickly into death.
  • Alignment. Most gnolls are of a chaotic nature, but there are some that have freed themselves completely from the influence of the demon lord Yeenoghu and are staunchly neutral.
  • Size. Gnolls are commonly over 7 feet tall. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:
  •  
  •     Size modifier = 2d8
  •     Height = 7 + your size modifier in inches
  •     Weight in pounds = 110 + (10 x your size modifier)
  •  
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Your demonic origins grant you superior vision in dark and dim conditions. 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.
  • Curses of Yeenoghu. You know the primal savagery cantrip. When you reach 3rd level, you can cast the cause fear spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
  • Fearsome and Feral. You gain proficiency in Intimidation.
  • Languages. You can speak, read, and write Common and Gnoll. You can understand Abyssal though you can’t communicate in it.
 

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