Gnolls Monster

by dArtagnan

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Gnolls

Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.

Demonic Origin. The origin of the gnolls traces back to a time when the demons found their way to the Material Plane and ran amok. Packs of ordinary hyenas followed in their wake, scavenging the demon's kills. Those hyenas were transformed into the first gnolls, parading after the demons until they were banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.

Fading Memory. As time progressed, the demonic influence over gnolls faded, and so did their ravenous bloodlust. Although civilization never forgot the carnage of the first gnolls, modern gnolls are totally domesticated in comparison.

Two peoples. Contemporary gnolls can be divided into two groups: "civil" gnolls and "feral" gnolls. Most guides fail to qualify this distinction, leading to inaccurate or missing information.

The feral gnolls are the ones everyone thinks of when they hear the name, barely better than wild beasts sowing destruction and death across the land.

The civil gnolls are rarely welcomed in society, being shunned from milennia of their proginators crimes. These gnolls still operate in packs, but congregate into a larger gnoll society with its own shared culture rules and laws.

Flind

A flind is an exceptionally large and strong gnoll. While common wisdom imparts that flinds bare the foul blessing of their demonic forebares, the fact of the matter remains that flinds are a subspecies of gnoll, and therefore appear without a direct interference from demons.

Flinds typically assume a leadership position in gnoll packs due to the gnoll adherence to following the strongest member. However, despite this, not every flind is the leader of a pack, as the non "feral" packs tend to have more than one flind.

Gnoll Pack Lord

Not all gnoll packs are lucky (or unlucky) enough to have a flind leading them. Most packs are lead by pack lords, "ordinary" gnolls that have managed to work their way up the pack's individual hierarchy.

Having had to work for the position, they more frequently acquire actual leadership skills on the path to getting it. These gnolls, command their subordinates in battle, increasing the danger they pose dramatically.

The toothy gnoll in the feral gnoll packs are often charged in converting creatures into new gnolls. "Civil" toothy gnolls, still favor using their sharpened claws in combat over actual manufactured weapons however.

Savage Flind

A flind is an exceptionally large and strong gnoll. In "feral" warbands, the sole leader is typically a one of these "savage" flinds. These flinds always take their position by murdering the previous pack leader and claiming the demonic flail in the possession of their former leader. The foul magics of this flail transforms any gnoll who wields it into a flind, but coming from the originial demonic magics, any semblance of dignity and nuance are stripped from these gnolls, leaving them with only their demonic masters' hunger for carnage.


Flind

Medium humanoid (gnoll), any chaotic


  • Armor Class 15 (half plate)
  • Hit Points 123 (13d10 + 52)
  • Speed 30 ft., lope 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 11 (+0) 13 (+1) 12 (+1)

  • Saving Throws Con +7, Wis +4
  • Skills Intimidation +4, Perception +4
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Abyssal, Common
  • Challenge 6 (2,300 XP)

Lope. The gnoll can drop to all fours to run faster. The gnoll cannot hold anything in its hands while it is loping. Standing up on two legs again costs 5 ft. of movement.

Rampage. When the flind reduces a creature to 0 hit points with a melee attack on its turn, the flind can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack. The flind makes three attacks with its heavy flail or its longbow.

Heavy Flail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d8 + 5) piercing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 9 (2d8) piercing damage.


Gnoll

Medium humanoid (gnoll), any chaotic


  • Armor Class 15 (hide armor, shield)
  • Hit Points 22 (5d8)
  • Speed 30 ft., lope 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (+0) 10 (+1) 10 (+0) 10 (+0)

  • Skills Perception +2, Stealth +3
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common
  • Challenge 1/2 (100 XP)

Lope. The gnoll can drop to all fours to run faster. The gnoll cannot hold anything in its hands while it is loping. Standing up on two legs again costs 5 ft. of movement.

Rampage. When the gnoll 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.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Flail. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d6 + 1) piercing damage.


Gnoll Pack Lord

Medium humanoid (gnoll), any chaotic


  • Armor Class 15 (chain shirt)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft., lope 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 10 (10)

  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Abyssal, Common
  • Challenge 2 (450 XP)

Lope. The gnoll can drop to all fours to run faster. The gnoll cannot hold anything in its hands while it is loping. Standing up on two legs again costs 5 ft.


of movement.

Rampage. When the gnoll 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.

Actions

Multiattack. The gnoll makes two attacks, either with its heavy flail or its longbow, and uses its Incite Rampage if it can.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.

Heavy Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Incite Rampage (Recharge 5–6). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.


Toothy Gnoll

Medium humanoid (gnoll), any chaotic


  • Armor Class 14 (hide armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft., lope 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 10 (+0) 11 (+0) 13 (+1)

  • Saving Throws Con +4, Wis +2, Cha +3
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Abyssal, Common
  • Challenge 4 (1,100 XP)

Lope. The gnoll can drop to all fours to run faster. The gnoll cannot hold anything in its hands while it is loping. Standing up on two legs again costs 5 ft. of movement.

Rampage. When the gnoll 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.

Actions

Multiattack. The gnoll makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.



Savage Flind

Medium humanoid (gnoll), chaotic evil


  • Armor Class 15 (half plate)
  • Hit Points 123 (13d10 + 52)
  • Speed 30 ft., lope 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 11 (+0) 13 (+1) 12 (+1)

  • Saving Throws Con +8, Wis +5
  • Skills Intimidation +5, Perception +5
  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Abyssal, Common
  • Challenge 10 (5,900 XP)

Aura of Blood Thirst. If the flind isn't incapacitated, any creature with the Rampage trait, other than the flind, can make a bite attack as a bonus action while within 10 feet of the flind.

Lope. The gnoll can drop to all fours to run faster. The gnoll cannot hold anything in its hands while it is loping. Standing up on two legs again costs 5 ft. of movement.

Magic Weapon. The flind's flail attacks are magical.

Rampage. When the flind reduces a creature to 0 hit points with a melee attack on its turn, the flind can take a bonus action to move up to half its speed and make a bite attack.

Actions

Multiattack. The flind makes three attacks: one with each of its different flail attacks or three with its longbow.

Flail of Madness. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.

Flail of Pain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 22 (4d10) psychic damage.

Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 9 (1d8 + 5) piercing damage.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 9 (2d8) piercing damage.


Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.