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## Gnoll "SHOULD YOU EVER MEET WITH THE HYENAFOLK, *you'll be quick to learn that most harbor little to no patience for conversation and commonly bear a dangerous lack of care for outsiders. So take heed if you've earned a gnoll's undivided attention, for either you have been granted a rare opportunity to pursue a very unique kind of kinship- or you are but a few missteps from a sudden and violent end.*" —Scholar Brammir, *The Denmatron's Rebellion* #### Though widely reviled as savage stalkers and merciless marauders, the collective identity of the gnolls is as contentious a subject among scholars as it is among the gnolls themselves. Few traits can be said to be shared by the gnolls of each and every clan- but those most common include an often wild and fiery demeanor, profound social instincts, and an innate passion for the hunt. ### Hyaenids A gnoll looks much like a humanoid hyena and shares many traits with the animal. Gnolls are strong, tall, and lean and covered with a thick coat of fur, which generally ranges from light to dark brown. Depending on the clan, this might be a uniform color, or broken up by stripes or spots. Though they are not obligate carnivores, it is not uncommon for a gnoll to subsist solely on meat. Like the hyenas they resemble, gnolls possess strong jaws and are capable of consuming almost every part of their prey, including teeth and bones. ### Aggressive Behavior Due to their excitable, assertive, and impulsive nature, gnolls are commonly known for their aggression and general lack of civility. When speaking, gnolls tend to be brazenly direct and lacking in common courtesy; few would waste time with pleasantries and many gnolls prefer to be concise over bothering with embellishment. Though gnolls are instinctively social, their frequently savage demeanors can make even the friendliest behavior seem aggressive. ### Pack Instinct Gnolls are social creatures, and the pack instinct plays a powerful role in their lives. The bond of the pack is essential to all gnolls and, while they may occasionally squabble to establish lines of dominance, gnolls make for steadfast allies. In battle, gnolls are strong team players and will typically set aside any thought of personal glory to assist their clanmates. Though they generally prove wary of strangers, gnolls are seldom solitary and those that are separated from their kin will usually seek surrogate packs. The often aggressive behavior and fearsome appearance of the gnolls can be difficult to deal with, yet their pack instincts are strong. Should you earn the rare trust of a gnoll, it is sure to flourish into a very powerful bond. \columnbreak
### Thrill of the Hunt Fierce and feral, gnolls are true creatures of the wild; they show little interest in conquest and very seldom seek gold or glory. Driven by their predatory instincts and the ancient touch of demon blood, gnolls revel in the thrill of the hunt and will prove particularly enthusiastic about hunting alongside their allies. Additionally, gnolls regularly commemorate their pursuits by collecting trophies- these most often being the bones or preserved limbs of their prey. ### Abyssal Origins The gnolls of the Butcher's Brood are fanatically devoted to their demon prince; they believe that his blood flows through their veins and that their devotion justifies every terrible atrocity they commit. For the Children of Yeenoghu, cruelty and bloodshed are a source of joy and a reason for living. Most gnolls are descended from Yeenoghu, the demonic prince of the Abyss. His essence comprises a part of their very being and thus they share in his savage ferocity. By and large, the gnolls of Toril further Yeenoghu's prospects to bring the world to ruin either through fealty to their lord or by their own destructive nature. Though it is widely believed that the gnoll race was created by Yeenoghu himself, some myths suggest instead that the Demon Prince turned the gnolls away from a long-forgotten deity who served as their patron before him. Referred to only as Gorellik, the lesser deity was believed to have been a savage god of hunters and predatory beasts, not unlike the Faerûnian deity Malar. Nonetheless, it is not truly known what force delivered the gnolls unto the material plane. Furthermore, although Yeenoghu's influence will forever taint them, even gnolls of Abyssal heritage might seek purpose apart from the ruination of the mortal realm. Those clans who break away from the Butcher's Brood may embrace the worship of the common gods or might otherwise see the deities as being no different from demons. They may also find purpose anew in the spirit of the hyena that lies within them and seek solace through the ties they hold to their kin and to the natural world.
\pagebreakNum ### Hierarchy and Lineage Like hyenas, gnolls exhibit a notable degree of social hierarchy within their packs, with the authority of each member being determined both by lineage and their individual reputation among their kin. If a group of gnolls grow discontented with a packlord, their support might shift towards a similarly-ranking member of the pack. Though brief altercations may arise from shifts in rank, it is unusual for gnolls to incite fatal bloodshed against their own clanmates. In rare instances however- especially after the death of an heirless hierarch- significant divisions within a pack can result in more-violent infighting. ### A Lack of Diplomacy Gnolls that see fit to coexist with their non-hyenine neighbors are nevertheless likely to remain wholly aloof; gnolls seldom mingle with those outside of their individual clans and, in their interactions with outsiders, are reluctant to show much in the way of engagement or hospitality. Most gnoll packs treat strangers with suspicion and some degree of disdain. Furthermore, many clans are openly hostile to each other due to their strong beliefs in hierarchy. This aggression extends to any and all strange gnolls, making it highly difficult or even dangerous for a wanderer to try joining a new pack. ### Hunters and Wanderers Due to their hyaenid ancestry, gnolls inherently favor wild, wayfaring lifestyles. Some practice related trades- such as leatherworking and herbalism- or take up animal husbandry, taming beasts and training pack animals. Though gnolls seldom approach anyone outside of their clans, some more entreprising hunters might be willing to offer their services to local people as trappers or trackers. ### Leaving the Pack You may have come from a nomadic tribe of shamanistic hunters, wild and true to your nature; you may have belonged to a roaming clan of marauders or a congregation of wandering traders; or perhaps you were seperated from your kin entirely and have come to live among common folk either through fellowship or in servitude. Whatever your origin, remember that the pack instinct is strong in gnolls and that it is unlikely for one to leave his or her pack by choice. Furthermore, consider that most gnolls share an ancient bond with Yeenoghu; you may choose not to act upon your demonic inclinations, but they are nonetheless a part of your nature. ##### Gnoll Quirks | d20 | Quirk | |:---:|:-----------:| | 1 | You are greatly amused by the macabre. | 2 | You are always hungry. | 3 | You are highly protective of your companions and instinctively distrustful of anyone else. | 4 | You impulsively imitate others when trying to fit in. | 5 | Your attempts to be cordial are genuinely unsettling. \columnbreak | d20 | Quirk | |:---:|:-----------:| | 6 | You are often confused or annoyed by the inclinations of civilized folk. | 7 | You nonchalantly suggest or ponder upon ruthless acts of violence during everyday conversation. | 8 | You struggle with attentiveness, often proving easily bored or distracted. | 9 | You display no reservations about disemboweling sentient creatures. | 10 | You bear no understanding of personal space. | 11 | You regard your allies as your family, no matter how they may differ. | 12 | You fight with great enthusiasm and resent easily-won victories. | 14 | You dislike spending much time in any one place. | 13 | You have inherited a number of abnormal superstitions from your clan. | 15 | You tend to lord over anyone that you deem nonthreatening. | 16 | You habitually inspect materials by tasting or chewing on them. | 17 | You are strongly inclined to collect trophies and mementos. | 18 | You try to repress your primal fury, fearful that it may betray you. | 19 | You make up for in enthusiasm what you lact in tactfulness. | 20 | You love to compete and regularly attempt to outdo your allies. ### Gnoll Names Gnoll names are usually short and comprised of the same harsh sounds of the gnoll language- often being spoken like a sort of growl or bark. --- - **Male Names:** Dagnyr, Dhyrn, Doryc, Garr, Gurn, Gnasc, Gorek, Grekk, Gyrryn, Harr, Hetakk, Hyrn, Ilekk, Ishkr, Keghet, Knaag, Kraff, Krik, Krsh, Kurr, Kylm, Laskh, Lhyr, Rolk, Shar, Thrakk, Thyrn, Urg, Varr, Vas, Vaszi, Yekk - **Female Names:** Dagnyra, Dyrna, Garra, Gnara, Gorza, Grekka, Harra, Hruthna, Ishka, Kaskya, Ketta, Krshia, Kylma, Lhyra, Malla, Mrna, Mrsha, Nysha, Osyka, Othna, Saga, Srnya, Shara, Vara, Vasza, Vedya, Vetza, Yrna, Zudya ### Gnoll Traits Your gnoll character gains the follow characteristics. ***Ability Score Increase.*** Your Dexterity and Strength scores each increase by 1. ***Age.*** Gnolls age noticeably faster than most humanoids and seldom live beyond 40 years. ***Size.*** Gnolls generally stand around 7 feet in height and weigh between 230 and 280lbs. Most gnolls exhibit a slightly hunched posture due to their animalistic physique. Your size is medium. \pagebreakNum ***Alignment.*** Being highly opportunistic, many gnolls are chaotic by nature. Furthermore, their fiendish origins and common disregard for other humanoids lead most to be innately evil- though a rare few lacking faith in Yeenoghu may adopt neutral alignments. Regardless, gnolls who stay true to their pack instincts are generally inclined to abide by the ideals of their chosen companions. ***Speed.*** Your base walking speed is 30 feet. ***Bite.*** Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ***Darkvision.*** Being moderately nocturnal, you have 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. ***Menacing.*** You gain proficiency in the Intimidation skill. ***Scavenger.*** You can safely consume raw or rotting food and have advantage on Constitution saving throws against disease and ingested poison. ***Languages.*** You can speak, read, and write Common and Abyssal. Gnolls commonly speak a unique dialect of Abyssal that is supplemented with various cackles, whoops, and other non-verbal sounds. Additionally, you have an innate ability to communicate simple ideas to hyenas, and they recognize you as a kindred spirit. ***Subrace.*** Due to the rifts that commonly exist between gnoll clans, each tends to develop its own unique subculture. The following clans are available as subrace options: the Blackfang Clan, the Lowlands Pack, the Bladegrove Brotherhood, and the Sageclaw Tribe. Choose one of these clans for your gnoll character, renaming it to fit your backstory or campaign setting if desired. #### The Blackfang Clan ***Ability Score Increase.*** Your Strength score increases by 1. ***Rampage.*** Immediately after you reduce a creature to 0 hit points with a melee attack on your turn, you can move up to half of your speed and make a bite attack. Once you use this trait, you can't use it again until you roll for initiative at the start of combat. #### The Lowlands Pack ***Ability Score Increase.*** Your Constitution score increases by 1. ***Sudden Rush.*** You can take the Dash action as a bonus action on your turn. You can use this trait a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses of it when you finish a long rest. \columnbreak #### The Bladegrove Brotherhood ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Fury of the Pack.*** When you damage a creature with an attack or a spell, you can call upon the collective fervor of your pack. For each one of your allies within 10 feet of the creature (maximum of 3), it takes additional damage equal to your proficiency bonus. Once you use this trait, you can't use it again until you complete a short or long rest. #### The Sageclaw Tribe ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Gorellik's Gift.*** You have the ability to communicate in a limited manner with predatory beasts of any size. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. ***Packwarden's Mark.*** You can call upon the spiritual presence of your pack either to bolster an ally or to assail an enemy. As an action, you can perform a small ritual and touch one creature that is allied to you. For the next ten minutes, that creature gains a bonus to ability checks and saving throws. Alternatively, as a bonus action on your turn, you can guide your pack in their attacks against one creature that you can see. Until the start of your next turn, allies that can see or hear you gain a bonus to attack rolls made against that creature. The bonuses granted by this trait are equal to half of your Wisdom modifier, rounded up. Once you use either feature, you can't use this trait again until you complete a long rest. ## Gnoll Racial Feats As a gnoll, you can take any of the following feats in place of an Ability Score Improvement. ### Animal Awareness *Prerequisite: Perception or Survival skill proficiency* ___ You have proven to be exceptionally aware of your animalistic senses. You gain the following benefits: - Increase your Wisdom score by 1, to a maximum of 20. - You have advantage on Wisdom (Perception) skill checks that rely upon hearing. - You have advantage on Wisdom (Survival) skill checks made to track a creature if you hold an item that bears its scent. You do not require such an item if you are personally familiar with the creature. \pagebreakNum ### Carrion Eater You know better than to pass up a potential meal. You gain the following benefits: - Increase your Constitution score by 1, to a maximum of 20. - You have advantage on skill checks made to harvest creatures. - Whenever you spend one or more Hit Dice to heal at the end of a short rest, you can regain an additional number of Hit Points equal to twice your character level. To gain this benefit, you must have spent at least 5 minutes within the past 6 hours feasting on the corpse of a creature that is not a construct or elemental. Once you use this feature, you can not use it again until you complete a long rest. ### Pack Lord You gain the following benefits: - You gain the traits of one gnoll subrace of your choice. - Your proficiency bonus is doubled for Charisma (Intimidation) checks. ### Vicious Your bite is deadly and you have grown eager to prove it. You gain the following benefits: - The damage die of your bite increases to 1d6. - You have advantage on the first bite attack you make each round against a creature that is grappling or being grappled by you. - Whenever a creature within reach deals damage to you while your hit points are at or below half of your current maximum, you can use a reaction to make a bite attack against it. ___ > ## Text Credits > * Gnoll player race by Monco > * This race was heavily inspired by Keith Baker's *Playing Gnolls* and includes text that has been adapated from Mr. Baker's publication. > ## > ## Image Credits > * GMBinder Icon - [*Slave Master Gristtlefang* by Miguel Regodón](https://www.artstation.com/miguelregodon) > * Greatclub gnoll - [*Arena Bred* (2010) © Wizards of the Coast (by Michael Phillippi)](https://www.artstation.com/artwork/xLEO) > * Crossbow gnoll - [*Crafty Scrapshot* by Phu Thieu](https://www.artstation.com/artwork/GKYV4)
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