My Documents
Become a Patron!
## Gnoll "SHOULD YOU BE SO BRAZEN OR MISFORTUNED *to stand before the savage hyenafolk - take heed; gnolls bear an appetite not for gold, nor for such ideals as honor or mercy. Only if your potential as kin is deemed above the worth of your flesh may you find compromise and the rare regard of the gnolls.*" —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. While they are commonly known for their feral instincts, vicious demeanors, and fierce passion for the hunt, so too are gnolls both naturally adaptable and doggedly loyal to their given packmates. Ferocious as the hyenafolk may be, those gnolls who would entertain some exceptions to their aggressive dispositions can make for highly-capable allies and remarkably-dependable companions. ### 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 they are instinctively social, the relatively savage demeanor held by most gnolls 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- though competitive by nature- they 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 hyenafolk can be difficult to deal with, yet their pack instincts are strong. Should you earn one's rare trust, you will find the kinship of a gnoll to be a very powerful bond. \columnbreak ---
### Thrill of the Hunt Fierce and feral, gnolls are true creatures of the wild; they oft prove uninterested in conquest and very seldom seek fortune or glory. Instead, gnolls are driven by instinct and impulse. While they revel in their predatory nature and the thrill of the hunt, most gnolls are equally motivated to ensure the prosperity of their packs. They tend to seek out means of proving themselves to their allies and, being prideful scavengers, often commemorate these pursuits by claiming trophies- be they simple mementos or the bones of their foes. ### Abyssal Ancestry 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. And much like tieflings exhibit the marks of devils, so too do all gnolls bear an ancient bond to the Abyssal lord Yeenoghu. Yet- though they are imbued with his ferocity- not every clan may see fit to venerate the so-called Beast of Butchery. And while nearly all gnolls accept that they were created by Yeenoghu himself, some assert instead that the Demon Prince usurped- and possibly destroyed- their true gods. Legends of this long-lost pantheon of the hyenafolk include such rumored divines as the moon goddess Refnara, a clever deity of darkness and command over fear, and the hyenine god of nature Gorellik, who is said to have been a savage avatar of hunters and predatory beasts, and who a rare few regard as the true patron deity of the gnolls. But in spite of their history, few clans who break away from the Butcher's Brood thereafter aspire to utter ruination of the mortal realm. Some embrace the worship of the gods while others see deities as being no different from demons. Some find motivation in the spirit of the hyena that lies within them and take solace in their innate ties to the natural world. But regardless of their perceived place in nature, it is in the bonds to their packmates where most gnolls find their purpose.
\pagebreakNum ### Hierarchy and Authority Like hyenas, gnolls exhibit a notable degree of social hierarchy within their packs. Packlords generally shape this hierarchy into an order of succession, granting authority both by lineage and perceived ability to lead and protect the clan. But in order to ensure the strength of this hierarchy, it is fairly common for challenges of authority to occur between packmates of similar standing. These squabbles typically comprise of brief displays of dominance and intimidation, though more impassioned challenges might result in those involved momentarily coming to blows. ### Diplomatic Inability The uncommon gnolls that see fit to coexist with their non-hyenine neighbors are nevertheless likely to remain wholly aloof; the beastfolk seldom mingle with those outside of their individual packs and, in such engagements, may prove reluctant to show much in the way of hospitality. Being highly suspicious of strangers, gnolls who show any regard for other humanoids oft do so either with disdain or careful curiosity. Furthermore, a majority of gnoll clans are openly hostile to each other due to their competitive nature. This aggression usually extends to all strange gnolls, making it highly difficult or even dangerous for any lone wanderers to join a new pack. ### Hunters and Wanderers Owing to their animal 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 trappers and traders; or perhaps you were seperated from your kin entirely and have come to live among other races either in fellowship or in servitude. Whatever your origins, 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 all 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 | I am always hungry. | 2 | I am greatly amused by the macabre. | 3 | I trust and treat my friends like family. | 4 | My attempts to be friendly are often deeply unsettling or even somewhat threatening. | 5 | I am highly protective of my companions and innately distrustful of nearly everyone else. \columnbreak | d20 | Quirk | |:---:|:-----------:| | 6 | I am often confused or annoyed by the inclinations of civilized folk. | 7 | I nonchalantly propose ruthless acts of violence during casual conversation. | 8 | I am easily distracted by strange smells or deeply unsettled by shrill sounds. | 9 | I display no reservations about disemboweling intelligent creatures. | 10 | I express mild concern for any folk who are without sharp teeth or thick fur. | 11 | I am highly impressionable and instinctively imitate my packmates. | 12 | I fight with great enthusiasm and resent easily-won victories. | 14 | I dislike spending much time in any one place. | 13 | I have inherited a number of abnormal superstitions from my clan. | 15 | I tend to lord over anyone that I deem unthreatening or unintimidating. | 16 | I habitually inspect materials by chewing on them. | 17 | I am deeply inclined to collect trophies and mementos. | 18 | I try to repress my primal fury, fearful that it may betray me. | 19 | I make up for in fervor what I lact in tactfulness. | 20 | I love to compete and regularly attempt to outdo my 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, Gorak, Grakk, Gyrryn, Harr, Hattak, Hyrn, Ilekk, Ishkr, Keghet, Knaag, Kraff, Krik, Kurr, Kurshak, Kylm, Laskh, Lhyr, Mognyr, Rolk, Shar, Thrakk, Thyrn, Vasz, Vaszi, Yekk - **Female Names:** Dagnyra, Dyrna, Garra, Gnara, Gorza, Grakka, Harra, Hruthna, Ishka, Kaskya, Ketta, Krsha, 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. ***Scavenger.*** You can safely consume raw or rotting food and have advantage on saving throws against disease and ingested poison. ***Languages.*** You can speak, read, and write Common. You can also speak Gnoll, though it lacks a script or written form. While much of the communication between gnolls consists of body language and expressive gestures, they also employ their own vocal language made up of various cackles, whoops, and other non-verbal sounds. Additionally, many packs borrow spoken phrases from Abyssal in order to communicate their more complex ideas, though most gnolls do not speak the language fluently. ***Subrace.*** Due to the rifts that largely exist between the gnolls, their clans each bear their own unique cultures and characteristics. The following clans are available as subrace options: Blackfang, Mosshide, Riverpaw, Stoneclaw, and Grimfur. Choose one of these clans for your gnoll character, renaming it to fit your backstory or campaign setting if desired.
\columnbreak #### Clan Blackfang Mighty and merciless, the gnolls of Clan Blackfang embrace their ancestral ferocity and readily wield it against their foes. ***Ability Score Increase.*** Your Strength score increases by 1. ***Menacing.*** You gain proficiency in the Intimidation skill. ***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 an additional attack with your bite or with a melee weapon. If you make this attack with a weapon, you do not add your ability modifier to the damage of the attack. Once you use this trait, you can't use it again until you complete a short or long rest. #### Clan Mosshide As talented trackers and pack hunters, the gnolls of Clan Mosshide are both notoriously difficult to evade and remarkably quick to coordinate their attacks. ***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 cause the attack or spell to deal extra damage to that creature if it has taken damage from one or more of your allies since your last turn. The extra damage equals your level. Once you use this trait, you can't use it again until you complete a short or long rest. ***Go for the Throat.*** You can use Dexterity instead of Strength for the attack and damage rolls of your bite attack. ***Stalker's Tenacity.*** Whenever you make a Wisdom (Survival) check to track a creature, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. #### Clan Riverpaw Bearing such powerful spiritual connections to the natural world that they count wild beasts among their packs, the gnolls of Clan Riverpaw are among the few known to venerate druids, sages, and oracles. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Gorellik's Gift.*** You have the ability to communicate in a limited manner with non-aquatic predatory beasts. 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. ***Sagecraft.*** You can cast *Augury* once with this trait, ignoring the gold cost of the material components. You regain the ability to cast the spell this way when you finish a long rest. Wisdom is your spellcasting ability for it. ***Wildsoul.*** You gain proficiency with one of the following skills of your choice: Animal Handling, Insight, Medicine, Nature, Perception, and Survival. \pagebreakNum #### Clan Stoneclaw Swift and sturdy, the gnolls of Clan Stoneclaw charge brazenly into their adversaries, striving to outrun and outmaneuver any who would become their quarry. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Outrunner.*** You have advantage on saving throws made to avoid gaining levels of exhaustion. ***Predatory Resolve.*** You gain proficiency in the Athletics skill. ***Sudden Rush.*** Whenever you take the Dash action, you gain extra movement equal to half of your speed and you benefit from the Dodge action until the end of your move. #### Clan Grimfur Touched by the grim goddess of darkness, Refnara the Moon-Biter, the leucistic gnolls of Clan Grimfur yearn for the darkest skies and the thrill of striking fear into their prey. ***Ability Score Increase.*** Your Charisma score increases by 1. ***Break the Craven.*** Creatures take an additional 1d6 damage when hit by your opportunity attacks. Once per turn, you can also deal this damage to a creature you hit with a weapon or spell attack if the creature is frightened of you or an ally. ***Piercing Howl.*** As an action on your turn, you can let out a terrifying howl, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw. The DC of this saving throw is 8 + your Charisma modifier + your proficiency bonus. Targets that can't hear you automatically succeed on this saving throw. On a failed save, a target becomes frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this trait, you can't use it again until you complete a long rest. ***Superior Darkvision.*** Your darkvision has a range of 120 feet, instead of 60. ***Sunlight Sensitivity.*** You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
___ > ## 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 > * [*Slave Master Gristtlefang* by Miguel Regodón](https://www.artstation.com/miguelregodon) > * [*Arena Bred* (2010) © Wizards of the Coast (by Michael Phillippi)](https://www.artstation.com/artwork/xLEO) > * [*Cackling Archer* by Xavier Ribeiro](https://www.deviantart.com/lozanox/art/Cackling-Archer-668741385) \columnbreak ## 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) and Wisdom (Survival) skill checks that benefit from hearing or smell, such as those made to detect a hidden creature or to track one whose scent you are familiar with. ### 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 since your last rest 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. ### Vicious Your bite is deadly and you are 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 scores a critical hit against you or hits you with an attack while your hit points are at or below half of your hit point maximum, you can use your reaction to perform a bite attack against it. \pagebreakNum ## Extended Options *These options are currently under revision. #### Feat - Packlord* *Prerequisite: Charisma score of 13 or higher* ___ You gain the following benefits: - You gain proficiency in the Intimidation skill. If you are already proficient in Intimidation, your proficiency bonus is doubled for any ability check you make with it. - You and allied creatures within 20 feet that can see you have advantage on saving throws against being frightened while you are conscious. - As an action on your turn, you can incite a brutal charge against one creature that you can see. Until the start of your next turn, any allies that can see and hear you gain a bonus to attack and damage rolls against that creature. This bonus is equal to your Charisma modifier. Once you use this feature, you can not use it again until you complete a long rest. \columnbreak #### Subrace - Clan Cairnbriar* Feared for their association with death and psychomancy, the shamanistic gnolls of Clan Cairnbriar are often spoken of in whispered rumors of witchcraft and exhumation. ***Ability Score Increase.*** Your Wisdom score increases by 1. ***Deathsage.*** Whenever you make an Intelligence (Investigation) or Wisdom (Medicine) check to discern information about a corpse or a place of death, you are considered proficient in the relevant skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. ***Soulcraft.*** You learn one 1st-level divination or necromancy spell that has a material component. This spell is bound to a ritualistic soul-totem; an item rendered from the corpse of a humanoid or another sentient, human-like creature. You must use your soul-totem in place of any normal material components when casting the spell. If this spell would consume its material components, it consumes your soul-totem. You can cast the spell once with this trait and regain the ability to do so after a short or long rest. At the end of a long rest, you can create a new soul-totem from another corpse, either to replace a lost totem or to learn a new spell. When you create a new soul-totem, your previous one crumbles into dust. You can create only one soul-totem from each corpse. Starting at 5th level, you can choose a 1st or 2nd-level spell when replacing your soul totem. Wisdom is your spellcasting ability for these spells. ##### Example Soul-Totems | d20 | Soul-Totem | |:---:|:-----------:| | 1 | An engraved skull of a fallen packmate. | 2 | The dried heart of an orc. | 3 | A shrunken head of an ogre. | 4 | The fang of an imp. | 5 | A bundle of goblin fingers. | 6 | The tongue of a halfling | 7 | A cyclops's eye in a jar. | 8 | The jaws of a sahuagin. | 9 | A pixie in a box. | 10 | The horns of a quasit. | 11 | A dwarf's hair braid. | 12 | The ears of an elf. | 13 | A salt-preserved tabaxi's tail. | 14 | The hoof of a minotaur. | 15 | A mummified bugbear foot. | 16 | The scales of a kobold in a small vial. | 17 | A kenku's talons. | 18 | A rib from an aasimar. | 19 | A chipped, rime-worn scapula. | 20 | The tooth of a dragonborn.