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Amon's Extended
Gnoll Encyclopedia
\pagebreak # 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.** You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. **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. \columnbreak
#### 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 proficiency in the Perception skill and you have advantage on Wisdom (Perception) checks that rely on hearing or smell **Superior Bite.** Your bite now counts as a simple melee weapon with which you are proficient. 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. **Resilient Mind.** You have advantage on saving throws you make to avoid or end the charmed and frightened condition on yourself. **Gift from Yeenoghu.** As a reaction when you take any kind of damage that isn't bludgeoning, piercing or slashing, you magically capture some of the incoming energy, lessening its effect on you and storing it for your next attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a weapon attack on your next turn, the target takes an extra 1d10 damage of the triggering type. 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.