Gnolls
The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.
Although most gnoll packs embraced their reputation for savagery, others refrained from such utter depravity. These clans were also nomadic but unlike the others they rarely engaged in violent raids except when seriously provoked. Likewise, although they retained the natural gnoll bloodlust they took no joy in torture or unnecessary cruelty, embracing hunting and tracking over outright slaughter.
In some cases, these gnolls might have even come to befriend or at least peacefully interact with the members of other races, offering their services as trappers or hunters
Gnoll Traits
As a gnoll, you have the following racial traits.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage.
Darkvision. 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 discern colors in that darkness only as shades of gray.
Rampage. When you reduce a creature to 0 hit points with an attack on your turn, you can take a bonus action to move up to your speed and make a single weapon attack with advantage.
Languages. You can speak, read, and write Common and Abyssal.
Bulky
They are the biggest and strongest of the pack, unleashing their brute force against their enemies.
Mighty. You have proficiency in the Athletics skill. In addition, you have advantage on ability checks and saving throws made to resist being knocked down or pushed.
Powerful Built. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
For Yeenoghu. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Hunter
They are those that track their prey, stalking and searching for hunting targets for the pack.
Cunning. You have proficiency in the Stealth skill. In addition, when you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell
Superior Bite. Your bite now has the finesse property. It does 1d10 slashing damage instead and you can choose to add your Dexterity modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite.
Acolyte
Those who possess the purest Yeenoghu blood, in many cases witches or shamans of the tribes.
Yeenoghu Wink. You have proficiency in the Intimidation skill. When you roll initiative, or as a bonus action, you can try to intimidate another creature. You make a Charisma (Intimidation) check against a creature you can see that isn’t incapacitated, contested by a target's Wisdom (Survival) check. If you succeed, the target creature can't benefit from advantage against you for up to one minute
Magical Rampage. You can now use the Rampage feature if you reduce a creature to 0 hit points with a saving throw spell on your turn. Additionally, you can now cast a cantrip that requires an attack roll to make a single spell attack with advantage, instead of a weapon attack.
Bloody Mind. You have advantage on saving throws you make to avoid or end the charmed and frightened condition on yourself. Starting at 3rd level, you can also use a reaction to end the charmed or frightened condition on yourself.
Disclamer. If you cast a cantrip like eldritch blast (which has multiple attack rolls) when using Magical Rampage, you only make one attack roll instead of the number of attacks you would normally make.
















Racial Feats
A feat represents a character achieving mastery in one of their capabilities or discovering the ability to do something new.
Champion of Yeenoghu
Prerequisite: Gnoll
Your lord has chosen you as his champion, giving you his blessing.
- Increase one ability score of your choice by 1, to a maximum of 20.
- When you take any kind of damage that isn't bludgeoning, piercing or slashing, you can use your reaction to give yourself resistance to the triggering damage type until the start of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Pack Lord
Prerequisite: Gnoll Bulky
The alpha of a gnoll pack is the pack lord, ruling by might and cunning
- Increase your Strength, Dexterity or Constitution by 1, to a maximum of 20.
- You gain expertise with the Athletics skill
- If you aren't incapacitated, any allied creature within 30 feet of you can benefit from the Rampage trait.
Havoc Runner
Prerequisite: Gnoll Hunter
The runner is a mottled blur, a sprinting gnoll laughing as it runs, ax held high. It sprints past, its weapon flashing in the sun
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You gain expertise with the Stealth skill
- When you move at least 20 feet in a straight line before making a melee attack, you can add 1d10 to your first damage roll. If you choose, instead of dealing extra damage, you can harass your enemy with the impact of your blow, causing them to have disadvantage on their next attack.
Saint of the Nine Hells
Prerequisite: Gnoll Acolyte
Gnolls celebrate their victories by performing demonic rituals and making blood offerings to Yeenoghu.
- Increase your Intelligence, Wisdom or Charisma by 1, to a maximum of 20.
- You gain expertise with the Intimidation skill
- If you aren't incapacitated, any allied creature within 30 feet of you can benefit from the Bloody Mind trait.
Created By: Amon for "Reino de Arkania"