A Few Words
First of all thank to every single one of my followers and to all of you who decided to take a shot and download this small booklet. I hope that all of you (both DMs and Players) will have a great time with it. Second I would love to know your experience with this homebrew monsters I made, both positive and negative feedback is welcome because it helps to improve the quality of my work. So by all means feel free to contact me on my social page on Instagram (see the back cover for a link). Just some recommendation before you dive right in.
Why make this?
I mean usually gnolls are just that, brutish enemies that are thrown at the players, they are big, bad, man eating monsters who deserve to be defeated for the greater good. So I wanted to make gnolls matter even in higher level campaigns or short quests, why you ask? I don't quite know, but I love the idea of not only gnolls, but every kind of monster in the manual to have peculiar variants, allowing them to become recurring villains, BBEGs or even a constant threat to both experienced and newby adventurers. So a DM will be able to use them at all levels and might even have a solid story to go with it. In this way we could change drastically how some monsters are viewed and give them more chances to shine above the classic dragons, demons or liches that often are used as endgame goals to defeat.
Not like the others
I wanted to make a short story, not a proper oneshot, but a short mini campaign involving the story I wrote for this creatures. To be entirely honest I have several more variants in mind and I would like to add in here and who knows maybe I will in the future. To do so I need your feedback and support, because knowing that the community loves what I do and most importantly, enjoys, has fun, laugh and plays together, THAT is what really gives me the strength to keep working and improving as a whole. So if this booklet is well received I will try and attempt to make more even for other contents of my page, let's see this as an easy and accessible compendium, where you can download my work and use it in your games as an accessible all in one inclusive.
How do I use this?
It's quite simple, just flip through the pages, the creatures are ordered by alphabetical order and are really not that many, so just see what fits your needs and build an encounter with it, some even have some suggestions on how to do it. I always suggest to build a little bit of a story and a reason around the presence of certain creatures and in the following lines I hope I can give you some inspiration.
Why are they here?
Gnolls are evil by nature, they hunt, kill, eat and repeat, they are usually not that bright, so it will be a big surprise for the players to see they are capable to set up ambushes, to fight in an ordered an precise way, some even are capable of casting spells an reach size of a siege weapon. Their reason behind all of this is Yeenoghu, the demonic god of gnollkind.
Plot Hooks
You may hook the players in various ways, maybe the gnolls were just brutes that randomly attacked adventurers on the less known paths in forests or jungles. But now they are starting to become more precise with their targeting, they are starting to attack merchants that carry food, weapons, armors and other useful goods for the city. They are becoming more organized, using these stolen goods to grow their ranks and to equip themselves. Then scouts become to be visible near the city or village, but they don't attack, they are studying from afar, almost like they are searching for a weak spot or an opening. Maybe someone has been sent to investigate an hasn't returned, or just one or two have made it back, even being freed after speaking to one of the gnolls who incredibly knew common tongue and send a message.
End Goal
Gnolls are chaotic and evil beings, their god loves destruction, death and chaos, therefore their ultimate goal is clear, causing as much mayhem as possible and exploit it to kill, feast and grow stronger, so they can become a greater menace to the whole world. The means through which they'll do so is up to you fellow DMs.
Closing words
I hope that this introduction (even if a little boring) can be of some help, if I should add something please i warmly recommend you to let me know. In the end I just want to say few things here and there. First in this document there will be no images as I wanted to focus a bit more on descriptions and statblocks. The only two can be found in the front and back cover of the document (I just wanted it to look cool) that should have active links to bring you to the artist page, so credit is given and I hope none would mind, since this document is completely free and if anything is a lovely way to give shoutouts and free advertisement to my favorite artists!
For the future
I hope this will be well received so I can make more on even more enemies such as skeletons, zombies, dragons, minotaurs and many others. My plans are these and I would love one day to make custom monster manuals and quests for all to enjoy, I only ask you to be patient and supportive and give me time, as this is a purely passion driven project and I am the only person currently working on it, so graphic design, statblock and lore are all written and edited by me.
In case you wish for a collaboration
If you are an illustrator, you are good with Indesign, Photoshop or other softwares and would like to help or make a collaboration to shouout each other let me know! I will gladly collaborate with fellow passionate of RPGs and Fantasy in general. I don't do this as work so I can't promise you much, but I would love to have someone draw for the page or help with editing, so the quality may improve even more! That said I hop everyone will have a good time! Dive in and have fun!
Gnoll Berseker
Appearance
Gnolls are already a frightening sight for any adventurer, but this one is particularly vicious and intimidating. Covered in blood, scars and various trophies and body parts extracted from its victims, this creature will charge and fight any living creature it meets. It’s the literal embodiment of the saying “Talking to a Gnoll is the fastest way to its stomach”.
Behavior
Gnoll berseker are not stupid, their intelligence is in pair with that of humans, as much as they are capable of learning the language spoken by their favourite victims, just to mock them as they are slaughtered to be eaten. Berseker are the frontline of the gnoll armies, they enjoy battle and bloodshed, they live for the thrill of breaking their opponent and deeply despise spellcaster, which are their only real weaknesses, therefore, they will do anything in their power to slay one if they are on the battlefield.
Savage Bloodlust
All gnolls are evil and cruel, their berseker are no exception to this rule. They will charge and move swiftly on the battlefield, attempting to mercilessly butcher any enemy they meet. Sometimes they even go as far as eating an enemy alive one bite at a time until it drops dead form either fatal wound or bloodloss.
Ritualistic Consumption
Once their rage is quenched, which usually means that everything around them it’s dead, they’ll consume a foe that has been deemed worthy. so they can absorb their strength and spirit in a ritualistic feast.
Some suggestions
If you want to make this monster more challenging and somewhat of a mini-boss, I would add the ability to heal of the damage dealt by its bite attack, otherwise just leave it as it is. Furthermore, remember that while raging a barbarian has resistances to bludgeoning, slashing and piercing damage, and adds a +2 to all its damage rolls and has advantage on strength base check. Use this to your advantage and force your player to work together to deal with this creature, spellcaster are very precious here, as the berseker can't resist damage from spells, so its up to their front liners to keep it busy as the mages gun it down.
Gnoll Berseker
Medium humanoid (gnoll), chaotic evil
- Armor Class 15 (chain shirt)
- Hit Points 58 (9d8+18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16(+3) 14(+2) 14(+2) 8(-1) 12(+1) 9(-1)
- Skills Athletic +5, Perception +5
- Senses Darkvision 60 ft., passive perception 15
- Languages Gnoll, Common
- Challenge 3 (700 XP)
Rage(3/day) The gnoll berseker can rage as a bonus action and gain the same benefits as a level 3 barbarian.
Pack Tactics The gnoll berseker has advantage on an attack roll against a creature if at least one of the gnoll's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Fast and Furious The gnoll berseker can dash or disengage as a bonus action.
Rampage When the gnoll berseker reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Grab a bite If the gnoll berseker successfully grapple or is grappling a creature it can make a bite attack as a bonus action.
Actions
Multiattack. The gnoll berseker makes three attacks
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d8+3) slashing damage if one-handed or 8 (1d10+3) slashing damage if two-handed.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6+3) piercing damage.
Javelin Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft or range 30/120 ft., one target. Hit: 6 (1d6+3) piercing damage.
Gnoll Butcher
Appearance
A gnoll clad in iron armor, weilding a blood soaked axe, wearing humanoid heads, skulls, hands, fingers and other bodyparts as decoration, to show its proficiency as a hunter.
Behavior
Gnoll butchers are a step higher in the evil scale of gnolls, they enjoy the suffering of their victims, and most of their trophies are likely to be extracted as the target is still alive, squirming for its agony to end or in the vain hope that they might be rescued. Butchers target the weakest links of a group, aiming to easily terrorize them and make them flee, as their blows decimate the enemies as they turn their back to flee. If met by a particularly fearless enemy or a creature immune to fear, the butchers will gang up on it or exploit the weaker members of their army as a mean to wound and weaken the target, only to collect the killing blow and the glory.
Masters of slaughter
Gnoll butchers are another variant of gnolls, that are know for being even more vicious than regular ones. Only the best of the worst can become so evil and wicked to be feared and respected even among gnoll tribes. Gnoll butchers are imbued by their gods with a profane aura that harms dying creatures, pushing them towards the embrace of the grim reaper. Furthermore, they are particularly proficient at dealing damage to weakened creature. They really resemble the hyenas gnollfolk derive from, hunting in pack, surrounding the weak link of the enemy ranks and slaugthering them with no mercy.
Grim Collection
Butchers love to collect the severed heads, skulls and other body parts from their victims, they even use them as weapon if needed, only to frighten or disgust their enemies. This collection is only destined to grow, as these gnolls climb up the rank of their armies.
Some suggestions
These gnolls are vicious, they are evil, wicked and fear no remorse into expending their own troops to reach their goal, they are generally those who enjoy hunting down civilians or performing surprise attacks from the back, only to cause chaos an panic in the enemy ranks.
Gnoll Butcher
Medium humanoid (gnoll), chaotic evil
- Armor Class 16 (scale mail)
- Hit Points 91 (14d8+28)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16(+3) 14(+2) 14(+2) 8(-1) 12(+1) 9(-1)
- Skills Athletics +6, Perception +7, Stealth +5, Survival +4
- Senses Darkvision 60 ft., passive perception 17
- Languages Gnoll, Common
- Challenge 5 (1,800 XP)
Aura of slaughter Creatures within 15 feet of the gnoll butcher have disadvantage on death saving throws.
Taste their fear The gnoll butcher has advantage on attack rolls against frightened creatures.
Rampage When the gnoll butcher reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Excecutioner The gnoll butcher deals an additional 2 (1d4) damage against any creature that doesn't have all its Hit Points.
Actions
Multiattack. The gnoll butcher makes three attacks
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d8+3) slashing damage if one-handed or 8 (1d10+3) slashing damage if two-handed.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d6+3) piercing damage.
Skull Toss Ranged Weapon Attack: +6 to hit, range up to 30 ft., one target. Hit: 7 (1d8+3) bludgeoning damage plus the target has to make a DC 14 Wisdom saving throw or be frightened until the end of its next turn. A successful save negates the fear but not the damage.
Gnoll Colossus
Appearance
A large, very muscular, gnoll covered in dark tattoos, with long horns protruding from its head, wearing pieces of spiked armor and wielding a large machete.
Demonic Spawn
Some gnolls become chosen by their demonic sire as “paragons” of evil and wickedness. Gnoll collossi are the siege monsters of a tribe, and some of their strongest warriors. Thanks to the gift of demonic blood a vile energy infuse them, making them grow considerably both in size and strength, unfortunately this “gift” does not help their intelligence. Colossi are savage brutes that always choose violence, and when doing so they become unstoppable. Once a colossus start charging to ram into any unfortunate structure or enemy on its way, there not much that can be done if not brace for the impact.
Tactics
Gnoll colossi are not afraid of taking damage, infact, they heal by clawing and biting their enemies, while tearing down any line of defense that may block its pack or tribe. It loves to act as a battering ram to breach city walls or village gates, only to feast on the surprised victims that are torn to shreds by its rampage.
Organized attacks
Once the creature destroys walls, gates or any other form of safety measure keeping the tribe out, the other gnolls will use the chaos brought by the colossus to charge and swarm the sieged place with their numbers. Each member of the tribe has its own role to cover during these battles and the scariest thing is their unexpected strategy and coordination.
Gnoll Colossus
Large humanoid (Gnoll/Demon), chaotic evil
- Armor Class 17 (half-plate)
- Hit Points 153 (18d10+54)
- Speed 40 ft.
STR DEX CON INT WIS CHA 18(+4) 14(+2) 16(+3) 8(-1) 12(+1) 9(-1)
- Skills Athletics +7, Perception +7, Stealth +5, Survival +4
- Damage Resistances cold, fire, lightning, bludgeoning, piercing and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses Darkvision 60 ft., passive perception 17
- Languages Gnoll, Abyssal, Common
- Challenge 7 (2,900 XP)
Horde Breaker The gnoll colossus may use a bonus action to perform a cleaving attack. This attack can only be done with its machete or claw and hits all enemies 15 feet line.
Rampage When the gnoll butcher reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Siege Monster The gnoll colossus deals double damage to objects and structures.
Crush the weak The gnoll colossus has advantage on rolls to hit against smaller creatures.
Demonic Drain The gnoll colossus heals by the amount of damage dealt by its natural attacks.
Tear apart If the gnoll colossus hits with at least two melee attack on the same target, it may use an attack action to tear the target to shreds. Thus ability doesn't require a roll to hit and deals the same damage on the attacks who previously hit.
Savage gore If the gnoll colossus moves at least 10 feet in a straight line, it may hit all creatures on its trajectory with a horn attack. Each target hit costs an attack, but said attack deals an additional die of damage and, if the target is a creature it has to roll a DC 15 Strength check or be knocked prone. If the target is a structure or an object it takes two additional die of damage instead of just one.
Actions
Multiattack. The gnoll colossus makes three attacks
Machete. Melee Weapon Attack: +7 to hit, reach up to 10 ft, one target. Hit: 12 (2d8+4) slashing damage if one-handed or 8 14 (2d10+4) slashing damage if two-handed.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 10 (2d6+4) piercing damage.
Horns Melee Weapon Attack: +7 to hit, reach up to 10 ft., one target. Hit: 10 (1d12+4) bludgeoning damage.
Claw Melee Weapon Attack: +7 to hit, reach up to 10 ft., one target. Hit: 10 (3d4+4) slashing damage.
Boulder Ranged Weapon Attack: +7 to hit, range up to 30 ft., one target. Hit: 19 (3d10+4) bludgeoning damage.
Gnoll Gorger
Appearance
This gnoll is covered by scars of countless battles, to the point that its own skin has become hardened by the harm it has seen, therefore this monster doesn't need to wear armor, and only covers itself in shredded clothing. A gorger is always covered in fresh blood and always cackles maniacally and drools at the sight of any creature that can become its next meal.
Obsessed by death
Gnoll gorgers may not seem like much at first glance, they wear no amror and wield no weapons, and yet that is their strength. They are obsessed by death, either being their own or the one they can inflict to others. They are masochists who enjoy pain and suffering, and will never stop fighting until they draw their last breath. And even in that case, they can still fight long enough to cause damage and harm to others. They are the most crazed follower of their demonic God, and are obsessed by the idea that if they deliver enough death in the world or when finally reaching their own, they can evolve into something else, a higher being, thanks to their God’s favor and profane blessing.
Aggressive and Bloodthirsty
Gnoll gorgers literally eat their opponents alive, biting and clawing them. If a creature is wounded, they are a target for gorgers that will instantly swarm them in a blood frenzy.
Dangerous enemy.
The closer the gnoll is to death the harder it hits. Infact as they approach death’s door their blows become stronger, to the point that they can break an armor open with their claws and teeth.
Some suggestions
Gorgers are very dangerous, if they might get close to kill a player and you don't want to do it, just remove their multi attack option, as their blows grow stronger, maybe they cans still feel the weight of their wounds. There's not much to add to gorgers they are basically cannon fodder that can hit back like a truck out of nowhere, especially good against parties who like to steamroll with sword and magic anything that crosses their path.
Roleplay suggestions
Among all these gnolls, gorgers were my favourites to make, so if you want to roleplay them at their best, have them cackle, sniff the air for blood, make them run on all 4 as they jump a top of their preys before savagely beating them to death. Let the players feel they are facing something that is not afraid to either deliver death or die, and quite the opposite, is eagerly awaits the moment the bloodshed will start.
Gnoll Gorger
Medium humanoid (Gnoll), chaotic evil
- Armor Class 14 (natural armor)
- Hit Points 60 (8d8+24)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16(+3) 12(+1) 16(+3) 6(-2) 10(+0) 7(-2)
- Senses Darkvision 60 ft., passive perception 10
- Languages Gnoll
- Challenge 3 (700 XP)
Rampage When the gnoll gorger reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Blood Frenzy The gnoll gorger has advantage on melee attack rolls against a creature that doesn't have all its hit points.
Aggressive As a bonus action, the gnoll gorger can move up to its speed towards a hostile creature it can see.
Enraged Masochist If the gnoll gorger has taken damage in the previous turn, it will have an increased critical range against the creatures who damaged it. The gnoll will score a critical hit against said targets on a 19.
Open the wounds When scoring a critical hit the gnoll gorger rolls an additional die of damage.
Unstoppable frenzy (1/turn) The gnoll makes an additional attack after scoring a critical hit.
Relentless (1/day) If the gnoll gorger takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead. This ability can be used again after finishing a short or a long rest.
Death's door frenzy If the gnoll gorger is at 1 hit point it scores a critical hit on an 18.
Actions
Multiattack. The gnoll gorger makes two attacks
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 7 (1d8+3) piercing damage.
Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Gnoll Hound
Appearance
A deformed wolflike creature with a very muscular body covered in metal spikes, accompanies its master, a Gnoll wielding a whip.
Blind Obedience
Gnoll hounds are raised by their houndmasters since birth with the sole purpose of creating a killing machine that pledges its blind obedience to them.
Bred to kill
Gnoll hounds are incredibly robust, aggressive and deadly. They are the results of generations of breeding to create the largest, most aggressive and vicious beast you can find even among gnoll tribes.
Hideous and ill
Like most creatures result of inbreeding, Gnoll hounds are ugly and deformed, suffering several genetic problems and illnesses, therefore they have a very short life span. However, this is not a problem for houndmasters, since they never allow a gnoll hound to reach its natural death. Hounds most commonly die on the battlefield attacking an enemy or fierecly protecting their masters.
Handling and lifespan
It's very difficult to handle a gnoll hound, humanoids or other sentient creatures who are not gnolls have a really hard time dealing with them. While gnolls and houndmaster have a very easy time with them, infact most of the time, no animal handling roll is required for gnolls to command a hound, and if required they have advantage on them. However, creatures who are capable of speaking sylvan or can communicate with animals through magic, telepathy or other forms of communication, could have a chance to make a breach into a hound's mind. However, they would only find physical pain and psychological torment, because of their deformed body and the "questionable" handling methods of gnollkind towards these creatures. A gnoll hound that survives its master and is freed of its yoke, only knows suffering and fight for survival, so it would require a lot of time and care to be tamed. Still its short lifespan remains, allowing it to survive a maximum of 8 years, despite reaching maturity at 1.
Suggestions
Gnoll hounds are unexpectedly nimble and fast despite their massive size and deformed body. They rush in and out of combat, biting and knocking prone the enemies, so their allies can attack more easily and with advantage. Houndmaster are the ones who take greater advantage from the hounds, since they have an ability that allows them to use their reaction to make attacks when their allies prone an enemy.
Gnoll Hound
Large beast, unaligned
- Armor Class 14 (natural armor)
- Hit Points 37 (5d10+10)
- Speed 40 ft.
STR DEX CON INT WIS CHA 17(+3) 15(+2) 15(+2) 3(-4) 12(+1) 7(-2)
- Skills Perception +3, Stealth +4, Survival +3
- Senses Darkvision 60 ft., passive perception 13
- Languages -
- Challenge 1 (200 XP)
Keen Hearing and Smell The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Coordinated Assault If the hound moves at least 10 ft. straight toward a target and then hits it with a bite attack on the same turn, the target takes 3 (1d6) extra piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, an ally of the hound can make a melee attack (as a reaction) if it's within 5 ft. of the proned target.
Nimble Escape The hound can take the Disengage or Hide action as a bonus action on each of its turn.
Stubborn A creature that is not a gnoll has disadvantage on animal handling rolls performed on the hound.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone
Gnoll Houndmaster
Appearance
A gnoll wielding a whip, accompanied by a deformed and hideous quadruped beast. They share a disgusting bond based on violence and the joy of slaughter.
Common Goal
Gnoll houndmasters are not very bright or charismatic, however they make up for it with their innate ability to communicate and command other evil creatures or beasts. Usually they form bonds with said monstrosities with a common purpose, killing and feasting on their enemies.
Enslaved from birth
Gnoll houndmaster train gnoll hounds since birth and raise them to be absolutely loyal to them, to the point of sacrificing their own life the save their master. A hound will always answer the call of a houndmaster and will always fight to the death.
Gruesome training
Houndmasters train their hounds for an entire year, as they reach maturity by the age of 1. They are fed with the meat of the enemis they manage to kill alongside the houndmaster, therefore they associate the need to kill with the necessity of feeding. Plus, every disobedience is disciplined with physical and mental punishment.
Strength in numbers
It's not clear how many hounds a gnoll tribe can have, it almost seems like they are endless, since everytime one is slaying, a houndmaster can simply call for another, thanks to the bone whistle they wear on their neck. A single houndmaster can command several hounds and their tactic is usually to attack alongside their beasts and allies to flank and easily overcome any enemy who is foolish enough to throw itself in the fray. Hounds usually trip the opponents, granting advantage and an easy targets for houndmasters, which are specialists in exploiting this strategy.
Gnoll Houndmaster
Medium humanoid (gnoll), chaotic evil
- Armor Class 13 (hide armor)
- Hit Points 37 (7d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14(+2) 12(+1) 11(+0) 6(-2) 12(+1) 7(-2)
- Senses Darkvision 60 ft., passive perception 10
- Languages Gnoll
- Challenge 1 (200 XP)
Rampage When the gnoll gorger reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Pack Tactics The gnoll has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Cruel Taskmaster The houndmaster may use its bonus action to force a gnoll hound to move up to half of its speed and perform and attack or an offensive ability.
Whistle (Recharge 5-6) The houndmaster uses its bone whistle to call a gnoll hound. This can be used only if there number of gnoll hound is less than the houndmaster currently on the battlefield.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 6 (1d6+2) piercing damage.
Spear Melee/Ranged Weapon Attack: +4 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 6 (1d6+2) piercing damage if one handed/thrown or 7 (1d8+2) piercing damage.
Longbow Ranged Weapon Attack: +3 to hit, range 150/600 ft, one target. Hit: 6 (1d8+1) piercing damage.
Whip Melee Weapon Attack: +4 to hit, reach up to 10 ft, one target. Hit: 5 (1d4+2) slashing damage plus the target can grappled (Escape DC 13) or the houndmaster may attempt a trip maneuver, in this case it has advantage to do so because of the whip.
Gnoll Huntmaster
Appearance
A towering gnoll, covered in metal, hide and bones, its skin covered in tattoos and tribal paintings. Its favored weapon is a large knife, crafted with the sole purpose of killing and skinning even the toughest creatures.
Master of the hunt
Gnoll huntmaster live for the thrill of the hunt. The tougher and stronger the prey, the greater is the pleasure they get from striking it down. After the hunt, they skin and dissect their prey to obtain various trophies to symbolize their proficiency as hunters and killers. Contrary to gnoll butchers, huntmasters would never waste their trophies by using them as weapons. Their motto is "The greater the kill, the greater the glory"
Ambushers
Huntmasters are great at setting up ambushes, they kill creature efficiently and effortlessly. They are expert in the art of stealth and tracking, allowing them to hit enemies weak spot when they least expect it
Pursuers
Huntmasters are very stubborn and determined, once they choose a target, they will keep chasing until any trace is lost. And even in that case, they take several hours to give up, as they frantically search for a trace, even the smallest wound, a drop of blood, a sound, or the sole proximity is enough to alert their innate hunting instinct and senses of your presence. The most reliable way to have them lose track is either by sheer ability or magic.
Gnoll Huntmaster
Medium humanoid (gnoll), chaotic evil
- Armor Class 15 (chain shirt)
- Hit Points 104 (16d8+32)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16(+3) 16(+3) 14(+2) 10(+0) 14(+2) 8(-1)
- Skills Perception +5, Stealth +6, Survival +5
- Senses Darkvision 60 ft., passive perception 15
- Languages Common, Gnoll
- Challenge 5 (1,800 XP)
Rampage When the gnoll gorger reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Keen Hearing and Smell The gnoll has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Hunter's Mark(3/day) The gnoll may cast hunter's mark 3 times a day.
Sneak Attack (1/turn) The gnoll deals an extra 2d6 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the gnoll that isn't incapacitated and the gnoll doesn't have disadvantage on the attack roll.
Hunter's Instinct If a creature that doesn't have its maximum hit points is within 30 ft. of the gnoll, the huntmaster will innately perceive its presence and begin actively searching for that creature.
Stealthy Ambusher The gnoll can take the hide action as a bonus action, as long as the monster is in its favorite environment (The DM chooses which one upon creating the encounter)
No Escape The gnoll may use its reaction to make an opportunity attack even if the enemy uses the disengage action.
Actions
Multiattack The gnoll makes two attacks
Skinning Knife. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8+3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 10 (2d6+3) piercing damage.
Longbow Ranged Weapon Attack: +6 to hit, range 150/600 ft, one target. Hit: 8 (1d8+3) piercing damage.
Net Melee Weapon Attack: +6 to hit, reach up to 15 ft, one target. If the attack hits a Large or smaller creature hit by the net is Restrained until it is freed. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 13) also frees the creature without harming it, ending the effect and destroying the net.
Gnoll Slaughter Priest
Appearance
A gnoll wearing tattered and ragged clothes, enveloped in bone decorations and dark feathers, symbolizing its rank among the tribe. Its eyes are shadowy and murky, its fingers look dried and consumed, almost skeletal. A skull hangs from its neck like a pendant, its eyesocket glow with a malicious red light.
Chosen of Yeenoghu
Gnoll slaughter priests are chosen by their demonic god to embody every aspect of its teachings. They represent the apex of gnollkind, being powerful, evil, intelligent and blindly faithful to Yeenoghu's cause. This allows priests to have great boons such as bonus spells and a mastery over necromancy, that aids them in the art of ruling their tribes with terror and dread.
Head of the pack
Rest assured, if a gnoll tribe becomes more organized, deadly and aggressive, a slaughter priest is now in command. Most of the times, priests take power through fear, intimidation and death, very few gnoll warlords and chiefs dare to oppose a priest. Most tribes accept their coming as some sort of blessing.
Skull of focus
The skull neckale that the priest always wears and hides under its clothes is a gift of Yeenoghu itself. It's a gnoll skull that acts as a sentient artifact counseling the priest and granting it its extra powers. The skull cannot be dispelled, such effects only works temporarily, on the other hand if the skull is destroyed, the gnoll has a week of time to attune to a new skull before losing its powers.
Gnoll Slaughter Priest
Medium humanoid (gnoll), chaotic evil
- Armor Class 18 (natural armor)
- Hit Points 112 (15d8+45)
- Speed 40 ft.
STR DEX CON INT WIS CHA 14(+2) 18(+4) 16(+3) 16(+3) 19(+4) 18(+4)
- Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8
- Skills Acrobatic +8, Arcana +7, Intimidation +12, Perception +8, Stealth +6, Survival +5
- Damage Resistances Necrotic; bludgeoning, piercing and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities charmed, frightened, poisoned
- Senses Darkvision 60 ft., passive perception 18
- Languages Abyssal, Common, Gnoll, Infernal
- Challenge 10 (5,900 XP)
Profane protection The gnoll adds its wisdom modifier to its AC as natural armor.
Grim Harvest Once per turn when a living creature fails a saving throw against or is harmed by one of the gnoll spells of 1st level or higher, the slaughter priest regains hit points equal to three times the spell's level.
Blessing of Yeenoghu The gnoll is imbued with profane power of its God, which grants it extra spells and advantage on concentration rolls upon taking damage.
Aura of slaughter Creatures within 15 ft. of the gnoll have disadvantage on their death rolls.
Skull of focus Under its tattered clothes, the gnoll hides a deformed skull that is the catalyst of its profane powers. This skull is able to keep focus for spells that requires it, allowing the slaughter priest to cast another focus spell without losing the previous. The gnoll still has to spend its own spell slots to cast these spells, and can choose which spell the skull will focus on. An effect that dispel magic or turns undead targeting the skull has it lose focus on the spell.
Spellcasting The gnoll is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following spells prepared:
Cantrips (at will): toll of the dead, chill touch, sapping sting
1st level (4 slots): command, inflict wounds, ray of sickness, cause fear
2nd level (3 slots): blindness/deafness, hold person, ray of enfeeblement
3rd level (3 slots): bestow curse, summon undead, life transference, spirit shorud, vampiric touch
4th level (3 slots): blight, shadow of moil
5th level (2 slots): danse macabre, contagion, negative energy flood, enervation
6th level (1 slot): eyebite, circle of death, create undead
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 8 (1d8+4) piercing damage plus the target has to roll a DC 15 Constitution saving throw or take 18 (4d8) necrotic damage or half as much on a successful save.
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Front Cover Art: Art of Neight
Back Cover Art: Gnoll Raiders by Brian Valeza
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