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 those who have proven themselves as loyal kin to the fearsome wanderers may be spared their instinctive hostility and honored with the intensity of their fellowship.*" —Scholar Brammir, *The Denmatron's Rebellion* #### While 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. Though they are commonly known for their feral instincts, vicious demeanor, and fierce passion for the hunt, so too are gnolls both naturally adaptable and doggedly loyal to those they deem their packmates. Those of the hyenafolk who might entertain some exceptions to their naturally-aggressive dispositions can make for remarkably-dependable companions and highly-capable allies. ### 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 gnolls 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 that a gnoll's kinship carries a very powerful bond. \columnbreak
---
### 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 wear the marks of devils, so too do all gnolls bear an ancient connection to the demon lord Yeenoghu. Yet, while they are in many ways imbued with his ferocity, not every clan may see fit to venerate the so-called Beast of Butchery. Nonetheless, nearly all gnolls believe that their race was birthed by Yeenoghu, though some instead assert that the Demon Prince usurped- and possibly banished- 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 fear, and the hyenine god of nature Gorellik, a reputed champion of hunters and the fabled patriarch of wild beasts who is regarded by a rare few as the rightful patron of the gnolls. \pagebreakNum While the Butcher's Brood would seek nothing less than the utter destruction of the mortal realm, unassociated clans typically adopt more practical customs. Some embrace the worship of gods while some see deities as being no different from demons. Others learn to identify with the spirit of the hyena and find solace in their innate ties to nature. But no matter their clans' philosophies, it is in the bonds to their packmates where nearly all gnolls find their ambitions. ### 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 are equally motivated to ensure the prosperity of their packmates. 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. ### 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 altercations are just as likely to result in reckless brawls. ### 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 dangerous 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.
\columnbreak ### 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 tie to Yeenoghu; you may choose not to act upon your savage inclinations, but they are nonetheless a part of your nature. ##### Gnoll Quirks | d20 | Quirk | |:---:|:-----------:| | 1 | I am always hungry. | 2 | I am deeply fascinated by the morbid and grotesque. | 3 | I trust and treat my friends like family. | 4 | My attempts to be sociable are often deeply unsettling or even somewhat threatening. | 5 | I am highly protective of my packmates and innately distrustful of everyone else. | 6 | I am often confused or annoyed by the inclinations of civilized folk. | 7 | I think ruthless violence is a great suggestion in any discussion. | 8 | I cackle joyously at the slightest amusement or snarl ferociously at the most minor annoyance. | 9 | I display no reservations about disemboweling intelligent creatures. | 10 | I pity folk who are without thick hides or fearsome fangs. | 11 | I instinctively try to be more like 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 adopted a number of abnormal superstitions from my clan. | 15 | I tend to lord over anyone that I deem unintimidating. | 16 | I habitually inspect materials by chewing on them. | 17 | I am often inclined to collect trophies or mementos. | 18 | I try to repress my primal fury, fearful that it may betray me. | 19 | What I lack in restraint I make up for in determination. | 20 | I love to compete and regularly attempt to outdo my allies. \pagebreakNum ### Gnoll Names A gnoll's name is seldom granted at birth, usually instead being inspired by the cub's appearance, behavior, or some other element of their early life. Like most words in the Gnoll language, their names are typically short and guttural. --- - **Male Names:** Arri, Dagnyr, Durn, Felkk, Fengir, Fezzik, Gahr, Gorrik, Gorryn, Grol, Grolakk, Grym, Grizzik, Gurn, Hyrn, Ishkr, Kahl, Koll, Kur, Maz, Mizka, Modir, Mognyr, Ragnr, Rekk, Rolk, Thrakk, Thrynn, Vahr, Valtr, Vaz, Vazi, Vekk - **Female Names:** Asza, Durna, Gahra, Gnara, Gorza, Grakka, Grymda, Gryza, Hruthna, Ishka, Kaskya, Khaiha, Krsha, Kylma, Malla, Mrna, Mrsha, Nokka, Nysha, Osyka, Othna, Reeva, Runa, Saga, Shara, Vara, Vaza, Vetza, 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 250 and 300lbs. Most gnolls exhibit a slightly hunched posture due to their animalistic physique. Your size is medium. ***Alignment.*** Being highly opportunistic, many gnolls are chaotic by nature. Furthermore, their fiendish ancestry 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 there are many non-verbal elements to be found in a discussion between gnolls, they also employ their own oral language made up of unique whoops, growls, and other sounds combined with linguistic affixes derived from Abyssal. Though some clans also adopt languages with written components, most preserve their ideas through craftwork and oral tradition. ***Subrace.*** Due to the rifts that commonly exist between them, gnolls of separate clans may vary widely in their traits. 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 background 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 roll for initiative at the start of combat. #### 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 at least one of your allies is within 5 feet of it and the ally isn’t incapacitated. 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.*** Your bite gains the *finesse* weapon property. ***Stalker's Tenacity.*** You gain proficiency in the Survival skill. #### 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 Wisdom (Animal Handling) and Charisma ability checks made to influence these creatures. ***Sagecraft.*** At 2nd level, you learn a 1st-level spell from the druid or ranger spell list. You can cast it once with this trait and regain the ability to do so when you finish a long rest. At 4th level, you learn an additional 1st or 2nd-level druid or ranger spell and can also cast it once with this trait, regaining the ability to do so when you finish a long rest. The spells you learn from this trait must have either a range of Touch or the Ritual tag. Wisdom is your spellcasting ability for them.
\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.*** Once on your turn, you can take additional movement up to your speed. This movement does not provoke attacks of opportunity. Once you use this trait, you can't use it again until you complete a short or long rest. #### Clan Grimfur Touched by the grim goddess of darkness, Refnara the Moon-Biter, the pallid gnolls of Clan Grimfur crave moonless nights and the cruel 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) > * [*Cackling Archer* (2016) © Hex Entertainment (by Xavier Ribeiro](https://www.deviantart.com/lozanox/art/Cackling-Archer-668741385) > * [*Spirit Summoner* by RalphHorsley](https://www.deviantart.com/ralphhorsley/art/Spirit-Summoner-167722139) > * [*Thunder Bluff* by László Szabados](https://www.artstation.com/artwork/lV8wdo) > * [*Deserted* by Tom P. Mackintosh](https://www.artstation.com/artwork/9eq0YL) \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: Wisdom 13 or higher* ___ 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), Wisdom (Survival), and Intelligence (Investigation) checks that involve hearing or smell, such as those made to locate unseen creatures, track anything that bears a scent, or discern the condition of an organic substance. ### 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 ability checks made to harvest creatures and on Wisdom (Medicine) and Intelligence (Investigation) checks relating to corpses. - You can consume organic creatures to partially recover from fatigue. If you feast on the flesh of a small or larger corpse- or consume roughly 5 or more pounds of any kind of meat- and you are missing hit dice, you can roll those spent hit dice again, adding your Constitution modifier for each dice rolled and restoring a number of hit points equal to half of the total. Once you use this feature, you can not use it again until you complete a long rest. > For reference: 5 pounds of flesh is equivalent to that of 5 large steaks, 10 brown rats, or 1/4th of a deboned kobold. ___ ### Vicious Your bite is deadly and you are eager to prove it. You gain the following benefits: - Increase your Constitution or Strength score by 1, to a maximum of 20. - The damage die of your bite increases to 1d6. - You have advantage on the first bite attack you make each turn against a creature that you are grappling or being grappled by. - Whenever you are grappled by a creature, you can immediately use your reaction to make a bite attack against it.
\pagebreakNum
## Extended Options These options are currently under revision. ### Beast of Butchery You gain the following benefits: - Increase your Charisma, Dexterity, or Strength score by 1, to a maximum of 20. - You gain proficiency with flails and whips, and the damage die of any whip wielded by you increases to a d6. - Whenever your reach allows you to perform a melee attack against a creature more than 5 feet from you, you can make the attack as if standing in the closest space adjacent to it. - Creatures within your reach provoke opportunity attacks from you when they fall unconscious or attempt to stand from being prone. ### Pack Magick *Prerequisite: The ability to cast at least one spell* ___ You gain the following benefits: - Whenever you cast a spell that is capable of targeting multiple allied creatures at any level, you can choose one additional allied creature to target with that spell. - You gain a bonus to Constitution saving throws that you make to maintain concentration on any spell that is affecting an ally. The bonus is equal to the number allied creatures currently under the effects of the spell.