Gnawbone the Gnoll

by Chia_Pet7

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Dragonmaw Chronicles:

Gnawbone the Gnoll.

Part 1


Gnawbone was born 15 years ago, to the Bloody Bones Tribe of gnolls who raided the Northwest plains. Born the runt of a litter, he was always bullied as he grew up. Gnawbone, however, was actually very intelligent for his kind, as well as nimble and cunning. As he grew up he learned to use his wits and agility to help him avoid being beaten. Since he was never very strong physically, he was assigned to the archers of the group. The archers were considered the very weakest, and held the least standing in the Tribe.

During the month of his 12th birthday he, like his similar aged pack mates, was tasked with going on his first raid as a coming of age ceremony.

The pack had chosen, what appeared to be, an easy target. The caravan they chose to raid looked to contain a circus or acting troop. However, once the raid got started, it was obvious some very powerful individuals were with the group. Gnawbone already had doubts about attacking the innocent when something happened. In the chaos of the raid, a small group of children and their protector, had tried to get away from the caravan and hide. They chose a direction that looked clear, but Gnawbone had been hiding in their direct path. As they came forward, he rose up, somewhat stunned, unable to attack these human and elven pups.

To his left a Large Gnoll by the name of Bloodymaw, Gnawbone's worst nightmare, had noticed the children. Already bloodied from battle, Bloodymaw saw
the children as easy targets and started after them. Gnawbone seeing this, looked at the small group, who
were terrified of him, and looked at Bloodymaw. Without even a second thought, Gnawbone loosed an arrow at Bloodymaw. The pups ran off to his right, as Gnawbone loosed another arrow at his own kin. Enraged at what
he had done, Bloodymaw turned and came straight at Gnawbone with his large glaive in hand. Gnawbone turned
to run, but didn't get far before Bloodymaw cut him down from behind.

Gnawbone only remembers going black as he ran. When he woke up, he was looking into the faces of several of the good humanoids that were part of the caravan. Gnawbone was told, after getting cut down the caravan guards had arrived and killed Bloodymaw. When they moved to finish off Gnawbone, their own pups and protector had stopped them and told the guards what he had done.

The protector was a small humanoid known as a halfling. His name was Acorn. The 2 of them grew very close during their time with the caravan. Eventually Gnawbone saw Acorn as his friend, his family, his pack.

From that day on Gnawbone stayed with the caravan, and found he was treated much better and fed way better by this new pack. He came to enjoy their company and helped with scouting ahead on their journeys. In time, the caravan slowly dissolved, and Gnawbone and Acorn were left alone to fend for themselves. Eventually they wound up at an inn that was rumored to have work for someone with their skills...

PART 2

Gnawbone was missing his little friend Acorn. He found, as he spends time alone during his scouting, thoughts of Acorn would distract him. Each time he had to shake the thoughts away to try and focus on the task at hand. On the way back to the city his group had almost been ambushed. He had caught the scent but, looking back, realized he was slow to react. This bothered him, even as he realized he was thumbing the vial of Acorn's blood in his pocket.

Again he, he shook his head, as if the physical motion could shake the thoughts out. It was night and the group were resting and recovering from the days events. Tomorrow they would be back in the city.

As Gnawbone made his rounds he smelled something different... Perking up he looked around, a faint light almost a glow was up ahead. It was a small glow emanating from a small patch of grass ahead of him. Gnawbone got down on all fours and quietly crept up.

There, laying on its back was a very small figure, maybe 6 or 9 inches tall. It's face was eyeless, it wore silly looking clothes made from leaves and straw. It also held its arm as if it was hurt. It also appeared lifeless. Gnawbone got down even lower, onto his stomach and slowly moved his head toward the strange creature. Once he was within inches, he gave a little sniff. "Hmm," he thought to himself, "smells like, peanuts." Gnawbone turned his head to the side a bit, perplexed. There was no visible wound on the creatures arm, nor any blood.

At that moment, the creatures head popped up and looked at him! A little startled, Gnawbone pulled his head back a few inches. The creature then hopped up as if nothing was wrong, put it's little arms on his hips, and seemed to be sizing up Gnawbone. Gnawbone was even more confused. Just as Gnawbone was about to speak, the creature raised up it's hand, which only had three fingers and a thumb, and raised a finger to where it's lips would be, and made the silence gesture. It then pointed at Gnawbone, then using two fingers pointed at where it's eye's should be, then pointed at it's own chest. As if to say, you watch me. Gnawbone nodded.

It then proceeded to look up at the moon, spread it's arms, and start making gestures with it's hands. It then pointed at a small flower whose petals were closed, and the flower opened up. The creature then gestured to Gnawbone to try. And so he did as best he could, but nothing happened. At this point, the creature plucked a white fluffy Dandelion from the ground, and wielded it like a wand.

It then made some more motions, and again asked Gnawbone to try. Not having a wand, Gnawbone used a dagger, and again nothing happened. This, however, brought memories of Acorn flooding back, making him visibly sad. The creature saw this and pondered Gnawbone. Gnawbone laid back down on his tummy, visibly upset.

The creature approached Gnawbone, extended it's arms and shrugged it's shoulders as if to ask what was wrong. Gnawbone whispered very softly, "I miss my friend, he is in danger, and I can't find him, and don't know where he's gone. And I don't know how I can track him because he used magic to disappear. "

The creature seemed to nod knowingly as Gnawbone spoke. Then, the creature gestured for gnawbone to look around, then pointed at gnawbone, pointed at it's eyes, and pointed around, as if to ask, "what do you see?"

Gnawbone moved his eyes around the area, and he could also smell everything, the wind, the moonlight, the plants, the creature, it was nature and it was life.

Gnawbone looked back, and the creature was nodding as if it was reading his thoughts. It then pointed at Gnawbone, then to it's nose. The creature then made the gesture for Gnawbone to try again with the flower, so again Gnawbone tried, and again he failed. The creature shook its head, then as if understanding, made a gesture that seemed to say, "Duh, I forgot!" The creature walked right up to Gnawbone's face, swung the white plumed dandelion as hard as it could, right into Gnawbone's nose!

Gnawbone reared up sneezing, looked down, and the creature had vanished! Gnawbone shook his head, wondering if he'd just witnessed this whole thing. Confused he turned around to head back to camp. Laughing at himself, he made the silly little motions and pointed at a closed flower.

It opened up.

Part 3

This night was the worst night of Gnawbone's life. After searching for a few days, they had finally tracked Acorn to an area in the slums.

The plan was simple enough, try and surround him and lock him down before he could escape. Having healing within the group, everyone seemed to understand that the battle could get bloody, but ultimately, after neutralizing Acorn, they could bind and heal any wounds.

It started simple enough, they spotted Acorn doing something at a cross section in the alley. It was quickly decided everyone would split up and try and surround him before contact was made. Gnawbone thought that was very clear.

However, before everyone was on position, Celeste just started walking toward Acorn! This would eventually be the first sign that Celeste didn't care what the group decided. However, at the time, the move didn't seem to bad. As Celeste walked by an Alley past Gnawbone, Gnawbone whispered, "Keep Acorns attention while we circle around." Then, thinking he could get around to a better position, Gnawbone worked his way around to another alley, directly to the right of Acorn.

Then, Celeste had called out, Acorn was surprised but Happy! This was a good sign. Celeste walked slowly forward, being very friendly and welcoming, and so too was Acorn. Acorn seemed genuinely happy to see Celeste.

Then, when all was set, the trap was sprung. And things progressed much as they should. Up until Acorn dropped. Another group had shown up during the fight apparently. But Gnawbone didn't know any of that.

As Acorn dropped to the ground, Gnawbone ran up and cradled Acorn in his arms. Happy to finally have him back.

Acorn was Gnawbone's only real family. The pack of Gnoll's Gnawbone had come from were mean and uncaring to Gnawbone. It was only after that first fateful raid, that Gnawbone would find true friendship and family.

It was then that Gnawbone had met Acorn. And the two became fast friends. They had been inseparable during their time with the circus. Only being apart when Acorn or Gnawbone were fulfilling their duties for the caravan. They always looked out for one another, and Gnawbone was very protective of Acorn. Acorn had a habit of losing himself in books or studies while on the road, and wouldn't always keep an eye on his surroundings. That was Gnawbone's job. Acorn even almost walked off the side of a bridge while studying a book, only to have Gnawbone snatch home by his cuff and point him in the right direction.

As the battle raged around them, Gnawbone began stabilizing Acorn. Celeste seemed to have been hitting a bit too hard for Gnawbone's taste. He would have to say something to her about pulling punches when dealing with fellow group members.

But at this point it didn't matter. After it became obvious that the book had somehow cursed Acorn, Gnawbone felt everyone realized that Acorns previous actions during the
last encounter wasn't personal nor, perhaps, even voluntary!

It was at this point, that Gnawbone, busy bandaging his only true friend in the world, failed to see what Celeste was about to do.

While looking down and attending a gash on Acorn's leg, Gnawbone felt Acorn twitch. Looking back to his head, what he saw made Gnawbone freeze in sheer horror.

Celeste had taken her sword, stuck it in at the throat, and slowly, methodically, pushed the blade into Acorn's heart. Murdering him in Gnawbone's arms.

Gnawbone tried to howl, but no sound came from his open maw. His eyes were as wide as could be. The Pain, Sorrow, Anger, Rage, and Betrayal he felt were unlike anything he had ever felt in his life.

The rest of the battle was a blur, eventually they had won. At one point Gnawbone, still in a confused daze, came upon Celeste, unconscious on the ground. With no thought, he pulled out his scimitar and tried to do the same to Celeste, but Acorn's father intervened.

After the battle was over, Celeste was cuffed. At that point, Grawbone ran. He ran as hard as he could through the city night. He ran out the gate and into the forest, he ran till he came to a glade and stopped.

His heart was beating so fast and hard, it felt as if it would burst from his chest. He looked up into the night sky and howled, and then, it happened. He broke. All strength in his body disappeared, all control was lost. He fell to the ground unable to move, unable to barely even breathe.

All he could do was cry. He had never cried before, it was new to him. He didn't understand it. The pain in his chest was unbearable. He couldn't understand how anything could hurt so much. He wept till he fell asleep.

In the trees around him, soft glows could be seen. In the tree nearest Gnawbone, a small figure at the center of the glow looked down on him. It was the same Chiwinga that Gnawbone had met before. It, and others, watched over him and ensured nothing would come to harm him during his grief.

Gnawbone the Gnoll

Medium Savage Gnoll, Chaotic Good


  • Character Level: 6 (Rogue Scout 4, Order of the Moon Druid 2)
  • Armor Class: 17 (Wyvern Leather Armor)
  • Hit Points: 48 , 6d8+12
  • Speed: 30ft.
STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 13 (+1) 16 (+3) 13 (+1)

  • Background: Hunter Gatherer
  • Saving Throws: Dexterity, Intelligence
  • Skills: Acrobatics, Athletics, Intimidation, Investigation, Nature*, Perception, Stealth*, Survival*
  • Senses: Darkvision 60 ft.
  • Languages: Common, Druidic, Gnollish, Goblin
  • Resistances: Poison (Wyvern Armor)
  • Feats: Steady Aim
  • Proficiency Bonus: +3
  • Proficiencies: Light armor, Simple weapons, Longswords, Shortswords, Crossbows, Thieves Tools*
  • Passive Perception: 15

* denotes expertise


Class Features

Spell Casting:

Gnawbone is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). He regains spell slots after finishing a long rest. He has the following Druid spells:

Cantrips (at will): Guidance, Thornwhip

1st level (3 slots): Cure Wounds, Entangle, Goodberry, Ice Knife, Speak with Animals


Ritual Casting: Gnawbone can cast a Druid spell as a ritual if it has the ritual tag.


Expertise. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.


Sneak Attack. Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.


Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.


Skirmisher. Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.


Steady Aim. At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.


Survivalist. When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.


Wild Companion. At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.


Combat Wild Shape. When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.


Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You use the modified Beast Shapes table below to determine the Max CR and limitations.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Circle of the Moon Beast Shapes
Level Max. CR Limitations Example
2nd 1 No flying or swimming speed Dire Wolf
4th 1 No flying speed Giant toad
6th 2 No flying speed Hunter Shark
8th 2 --- Quetzalcoatlus

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Gnawbone the Dire Wolf

Large Beast, Chaotic Good


  • Armor Class 14 (natural armor)
  • Hit Points 44 (5d10 + 10)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 13 (+1) 16 (+3) 13 (+1)

  • Skills Perception +6, Stealth +10
  • Senses passive Perception 15
  • Languages Common, Druidic, Gnollish, Goblin
  • Challenge 1 (200 XP)

Keen Hearing and Smell. Gnawbone the Dire Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. Gnawbone the Dire Wolf has advantage on an attack roll against a creature if at least one of Gnawbone's allies is within 5 ft. of the creature and the ally isn't incapacitated.

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.

Race Features

Scent. You have advantage on Wisdom (Perception) checks that rely on smell.


Bully. Although gnolls are cowardly at heart, they like to disguise their fears by abusing others. You have disadvantage on saving throws against being frightened. On the other hand, whenever you make a Charisma (Intimidation) check for dealing with obviously smaller or weaker targets, you are considered proficient in the Intimidation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


Live to Fight Another Day. When you take the Disengage action, your base walking speed is increased by 10 feet.


Scavenge. Whenever you make a Wisdom (Survival) check for gathering food or locating water, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Actions

Scimitar. Melee Weapon attack: +7 to hit, reach 5ft., one target, Hit: (1d6+4) Slashing damage. Sneak Attack: (2d6)


Rapier. Melee Weapon attack: +7 to hit, reach 5ft., one target, Hit: (1d8+4) Piercing damage. Sneak Attack: (2d6)


Dagger. Melee Weapon attack: +7 to hit, reach 5ft., one target, Hit: (1d4+4) Piercing damage. Sneak Attack: (2d6)


Light Crossbow. Ranged attack: +7 to hit, 80/320 ft., one target. Hit: (1d8) Piercing damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. Sneak Attack: (2d6)


Thorn Whip. Cantrip: +6 to hit, range 30 ft., one target. Hit: (1d6) piercing damage. You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. If the attack hits, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.


Entangle. Spell: Concentration, Duration: up to one minute. Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw (DC 14) or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC (14). On a success, it frees itself.

When the spell ends, the conjured plants wilt away.


Skills

Skills Modifier
Acrobatics (Dex) +7
Animal Handling (Wis) +3
Arcana (Int) +1
Athletics (Str) +4
Deception (Cha) +1
History (Int) +1
Insight (Wis) +3
Intimidation (Cha) +4
Investigation (Int) +4
Medicine (Wis) +3
*Nature (Int) +7
Perception (Wis) +6
Performance (Cha) +1
Persuasion (Cha) +1
Religion (Int) +1
Sleight of Hand (Dex) +4
*Stealth (Dex) +10
*Survival (Wis) +9
*Thieves Tools (Dex) +10

(*) denotes expertise

Equipment

Worn

Wyvern Leather Armor (grants resistance to poison)
Backpack
Belt
Belt Pouch
Map Case
Coin Purse

Backpack:

Strapped to Backpack: Bedroll, 50' Rope, Grappling Hook, Shovel


Backpack contents:

Mess kit
Tinderbox
Torches(10)
Thieves Tools
Medicine Kit
Hammer
Pitons (10)
Flasks of oil (5)
Rations (10 Days)

Belt pouch contents:

Cartographer's Tools
Vials of ink. (2)
Quills (2)
Colored Inks


Coin Purse:

PP GP EP SP CP
(___) (44) (___) (9) (7)

Leather Map Case:

Sheets of Parchment (2)
Unique Items


Wyvern Leather Armor

Armor


This suit of armor confers resistance to Poison damage.

Gnawbone's Spell Descriptions

Cantrips



Guidance

Source: Player's Handbook

Divination cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.



Thorn Whip

Source: Player's Handbook

Transmutation cantrip

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (the stem of a plant with thorns)

Duration: Instantaneous

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1st level spells



Cure Wounds

Source: Player's Handbook

1st-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.



Entangle

Source: Player's Handbook

1st-level conjuration

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.



Goodberry

Source: Player's Handbook

1st-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a sprig of mistletoe)

Duration: Instantaneous

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.



Ice Knife

Source: Xanathar's Guide to Everything

1st-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: S, M (a drop of water or piece of ice)

Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.



Speak with Animals

Source: Player's Handbook

1st-level divination (ritual)

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

 

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