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==5e== While 5e as a whole has abandoned PC friendly concepts for gnolls, the ''Exploring Eberron'' quasi-official supplement to the ''Rising from the Last War'' sourcebook has reintroduced them as a player race, and with a player-friendly culture; both fit the ''Eberron'' setting's overall themes of culture and upbringing mattering more for alignment than race. Eberron Gnolls are still demon-spawn and tend to be evil, but they have more freedom from their hellish creators because they were created by two competing Overlords accidentally, not by one demon prince intentionally, and both of those Overlords are imprisoned and "sleeping" ([[Cthulhu]]-style, so they manage to corrupt people even in their sleep) instead of actively whispering in their ears like Yennogu does in main DnD settings. PC gnolls are supposed to be part of the Zinr Pact - a group of 12 tribes who decided to abandon demon worshiping (or really any religion) and be Lawful Evil to a T, being badass mercenaries known for never betraying their employers unless said employers broke the letter of the contract first. They're so trustworthy and reliable, the nation of Droaam hires a full half of Zinr Pact gnolls themselves as pretty much their police force. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: Your Constitution score increases by 1. In addition, either your Strength or Dexterity score increases by 2. ::Age: Young gnolls grow with uncanny speed. A gnoll is capable of fending for itself after only a few months, and is considered an adult at 5 years of age. Gnolls live to be around 30 years old. They remain vigorous until the end; death by old age is marked by a catastrophic decline over a space of a few days. Many believe this unusual lifecycle is tied to the supernatural origins of the gnoll. ::Size: Gnolls are between 7 and 8 feet tall and weigh between 250 to 320 pounds. Your size is Medium. ::Speed: Your base walking speed is 30 feet. ::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 can’t discern color in darkness, only shades of gray. ::Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ::Hunter’s Senses: You gain proficiency with one of the following skills of your choice: Perception, Stealth or Survival. ::Rampage: On your turn, when you make an unarmed strike using your bite attack or reduce a creature to 0 hit points with an attack, you can use a bonus action to move up to half your speed and make a weapon attack or bite attack. ::Languages: You can speak, read, and write Gnoll, and your choice of either Common or Goblin. </div></div> ===3rd Party Settings=== ;[[Midgard]] <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> Gnolls first appeared in the Midgard Heroes Handbook for 5e with two subraces; Civilized and Savage. This statblock would then be reprinted in the [[Southlands]] Player's Guide almost identical, with the only change being the addition of two new subraces; Desert and Necropolis. ::Ability Score Increase: +2 Strength ::Size: Medium ::Speed: 30 feet ::Darkvision: 60 feet ::Scent: You have Advantage on Wisdom (Perception) checks based on smell. ::Bully: You have Disadvantage on saves against being Frightened, but can apply double your Proficiency bonus to Charisma (Intimidation) checks made against creatures obviously smaller and/or weaker than you. ::Live to Fight Another Day: When you take the Disengage action, your base walking speed is increased by +10 feet. ::Gnoll Weapon Training: You have Proficiency with the Spear, Shortbow, Longbow, Light Crossbow and Heavy Crossbow. ::Subrace: Choose the Civilized Gnoll, Savage Gnoll, Desert Gnoll or Necropolis Gnoll subrace. ''Civilized Gnoll:'' ::Ability Score Increase: +1 Constitution ::Obsequious: When interacting with creatures obviously bigger and/or more powerful than you, you may apply double your Proficiency bonus to Charisma (Persuasion) checks. ''Savage Gnoll:'' ::Ability Score Increase: +1 Wisdom ::Scavenge: You can apply double your Proficiency bonus when making Wisdom (Survival) checks for the purpose of gathering good and locating water. ''Desert Gnoll:'' ::Ability Score Increase: +1 Charisma ::Heat Tolerance: You have Resistance to Fire Damage and can go three times as long without water as a human. ''Necropolis Gnoll:'' ::Ability Score Increase: +1 Dexterity ::Among the Dead: You have Resistance to Necrotic damage. ::Curse Defiance: You have Advantage on saving throws against curses. </div></div> ;[[Grim Hollow]] <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Increase: +2 one ability score of your choice, +1 to Constitution ::Size: Medium ::Speed: 30 feet ::Darkvision 60 feet ::Instinctive: Your first Initiative roll after completing a long rest has Advantage, unless you were taken by surprise. ::Spine Spike: As a Bonus Action, you can launch a bone harpoon from your mutated spine. Treat this as an attack with a Ranged Weapon in which you have Proficiency, with a range of 20ft/60ft, doing 1d6 Piercing damage (1d12 damage from 11th level onward), and using your choice of Either Strength or Dexterity for attack and damage rolls. You can launch Spine Spikes (Proficiency Bonus) times per long rest. </div></div>
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