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=PC Stats= [[File:Gnoll Archer.jpg|400px|thumb|right|This girl is not feeling like putting up with your shit today.]] Gnolls have had playable stats in 1e (via The Orcs of Thar, though that may have been during their "gnome-troll" days), AD&D (via the Complete Book of Humanoids), D&D 3e (via the Monster Manual, Races of the Wild, Unapproachable East and Savage Species) and 4e (via [[Dragon Magazine]] #367). Flinds had playable stats in only AD&D (CBoH) and D&D3.5 (MM3). ==BECMI== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Gnoll Ability Modifiers: +1 Strength, +1 Dexterity, -2 Wisdom ::Gnoll Minimum Strength: 13 ::Note: Like all Humanoids from "The Orcs of Thar", a Gnoll has racial ability score caps of 18 in all scores bar [[Intelligence]] and [[Wisdom]], which are capped at 16. ::Note: Like all Humanoids from "The Orcs of Thar", a Gnoll determines its [[Charisma]] score for interacting with [[human]]s and [[demihuman]]s by dividing its Charisma score by 3 (rounding down) and subtacting the result from 9. ::Gnoll Natural Armor Class: 8 ::Can become [[Shaman]]s (6th level) and [[Wokani]] (4th level). {| class=wikitable !Gnoll's's level || XP Required || Gnoll's hit dice |- |Teenager (-1)||-1,000||d8 |- |0||0||2d8 |- |1||1,000||3d8 |- |2||3,000||4d8 |- |3||7,000||- |- |4||15,000||5d8 |- |5||31,000||6d8 |- |6||63,000||7d8 |- |7||129,000||- |- |8||259,000||8d8 |- |9||519,000||+2 Hit Points |- |Subsequent||300,000||+2 Hit Points |} </div></div> If the above doesn't tickle your fancy, you can try playing a Gruugrakh Gnoll, a gnoll originating from the land of Graakhalia, a kingdom in the caverns beneath the Plain of Fire. In this land of dangerous creatures, harsh landscapes and deadly plants, which may have its origins with the ancient efforts of the ancestral [[Shadow Elf|Shadow Elves]] to survive the Great Rain of Fire, gnolls have formed a long-term alliance with [[elves]] of the Sheyallia tribe, rising to a strict, honorable level of civilization. In fact, they have advanced so far that they even have developed an innate affinity for magic! Thus, to play a Gruugrakh Gnoll, use the [[Elf]] class, save for the following changes: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> * At character creation, gain +1 [[Strength]] and [[Dexterity]], but suffer -2 [[Wisdom]]. * [[Intelligence]] maxes out at 16. * Requires a minimum [[Strength]] of 13. * Rolls a 1d8 for hit points instead of the normal elven 1d6. * Cannot advance past 9th level. * Natural AC is 8. </div></div> Alternatively, you can just use the gnoll stats above, but Gruugrakh gnolls are twice as likely to become spellcasters compared to standard gnolls (1 in 10 vs 1 in 20), so becoming a Shaman, a Wokani, or a dual-classed Shaman-Wokani, is perfectly justified for a PC. Gruugrakh Gnolls appeared in the box set "Champions of Mystara" for BECMI. Specifically, they're covered in the Explorer's Manual [[splatbook]] that comes with that boxed set. ==AD&D== ;Gnoll <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Modifiers: +1 Strength, -1 Dexterity ::Ability Score Minimums and Maximums: Minimum Strength of 6, Minimum Dexterity of 5, Minimum Constitution of 5, Maximum Intelligence of 14, Maximum Wisdom of 16, Maximum Charisma of 14 ::Hit Point Modifier: +2 HP at first level ::Natural Armor Class: 10 ::Special Disadvantage: Gnolls take damage as Large creatures ::Monstrous Traits: Appearance, Bestial Habits ::Weapon Proficiencies: Battle-Axe, Long Composite Bow, Morningstar, Two-handed Sword, Any Polearm ::Non Weapon Proficiencies: Animal Training (Hyenodon), Close-Quarter Fighting, Hiding, Hunting, Observation, Tracking, Wild Fighting </div></div> ;Flind <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Modifiers: +1 Strength, -1 Charisma ::Ability Score Minimums and Maximums: Minimum Strength of 8, Minimum Dexterity of 6, Minimum Constitution of 6, Maximum Intelligence/Wisdom/Charisma of 16. ::Natural Armor Class: 10 ::Special Advantage: When wielding a Flindbar, enemies hit must make a Save vs. Wands; failure means their weapon is entangled and yanked out of their grip. ::Monstrous Traits: Appearance, Bestial Habits ::Weapon Proficiencies: Club, Flindbar, Glaive, Long Bow, Long Sword ::Non Weapon Proficiencies: Animal Lore, Close-Quarter Fighting, Danger Sense, Direction Sense, Endurance, Fortune Telling, Local History, Looting, Hunting, Intimidation, Reading/Writing, Religion, Spellcraft, Weaponsmithing </div></div> ==3e== ;Gnoll <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Modifiers: Strength +4, Constitution +2, Intelligence -2, Charisma -2 ::Size: Medium ::Base Land Speed: 30 feet ::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0. ::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot. ::Racial Feats: 1 feat of choice. ::+1 Natural Armor Bonus ::Darkvision 60 feet ::Favored Class: Ranger ::Level Adjustment: +1 level. </div></div> ;Flind <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Score Modifiers: +6 Strength, +2 Dexterity, +4 Constitution ::Size: Medium ::Base Land Speed: 30 feet ::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0. ::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot. ::Racial Feats: 1 feat of choice. ::+2 Natural Armor Bonus ::Darkvision 60 feet ::Weapon Familiarity (Flindbar) - Flindbars are Martial weapons for Flinds, rather than Exotic. ::Flinds receive a +2 racial bonus to Charisma checks made to influence Gnolls. ::Favored Class: Ranger ::Level Adjustment: +2 levels. </div></div> ==4e== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::Ability Scores: +2 Constitution, +2 Dexterity ::Size: Medium ::Speed: 7 squares ::Vision: Low-light ::Languages: Abyssal, Common ::Skill Bonuses: +2 Intimidate, +2 Perception ::Blood Fury: While you’re bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level. ::Pack Attack: You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it. ::Ferocious Charge: You can use ferocious charge as an encounter power. Ferocious Charge Gnoll Racial Power ::''You lunge toward the enemy and, with a tirade of curses, unleash the wrath of Yeenoghu upon your hapless foe.'' ::Encounter ::Standard Action Personal ::Effect: You charge, and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and 6 at 21st level. If you are bloodied, double the extra damage and gain an equal number of temporary hitpoints. Heroic Tier Feats Any feat in the following section is available to a character of any level who meets the prerequisites. ''Butcher’s Lure'' ::Prerequisite: Gnoll ::Benefit: You can use ghost sound as an at-will ability and gain a +2 feat bonus to Bluff checks when using ghost sound to mimic specific people or sounds. ''Carrion Eater'' ::Prerequisite: Gnoll ::Benefit: You receive a +4 feat bonus to saving throws against poison and Endurance checks made to resist disease. ''Claw Fighter'' ::Prerequisite: Gnoll ::Benefit: You possess vicious claws, which you can use as weapons with a +3 proficiency bonus and 1d6 damage. For purpose of powers and feats, you can treat your claws as light blades, and you are considered to have a weapon in each hand. You cannot enchant your claws. ''Gnoll Tracker'' ::Prerequisite: Gnoll ::Benefit: You gain a +5 feat bonus to Perception checks made to track and to Insight checks made to penetrate an illusion or disguise. You can use this bonus during a skill challenge if you can convince the DM that scent is relevant to the check. Paragon Feats Any feat in the following section is available to a character of 11th level or higher who meets the prerequisites. ''Fierce Charge'' ::Prerequisites: 11th level, gnoll, ferocious charge racial power ::Benefit: When you use your ferocious charge power, you can choose to make an at-will melee attack instead of a melee basic attack. ''Swift Bite'' ::Prerequisite: 11th level, gnoll ::Benefit: When you bloody a foe, you can choose to deal an extra 1d6 + Strength modifier damage with a bite against the target. Epic Feats The feat in the following section is available to a character of 21st level or higher who meets the prerequisites. ''Brutal Charge'' ::Prerequisites: 21st level, gnoll, ferocious charge racial power, Fierce Charge ::Benefit: When you use your ferocious charge power, you can choose to make an encounter melee attack power instead of a melee basic attack. </div></div> ==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> ==Pathfinder 2e== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> '''Gnoll Ancestry''' ::Hit Points: 8 ::Size: Medium ::Speed: 30 feet ::Ability Boosts: Strength, Intelligence, Free ::Ability Flaws: Wisdom ::Low-Light Vision ::Bite: You have a Jaws Attack (Brawling, Unarmed) that deals 1d6 Piercing damage. '''Ant Gnoll Heritage:''' Small size(and kinda cute too!), Free Training in Deception. +1 Circumstance bonus to Deception checks made to falsely claim innocence, to Deception DCs against Sense Motive checks made to uncover such lies, and to Initiative checks made by using Deception. '''Great Gnoll Heritage:''' +2 Hit Points from Ancestry (so +10 total), +1 Circumstance bonus to Athletics checks made to Shove or Trip. '''Sweetbreath Gnoll Heritage:''' Free Training in Diplomacy. +1 Circumstance Bonus to Make an Impression iof the target can smell your breath. Can take the Heritage Feat ''Breath Like Honey'': You can cast enthrall as a 3rd-level occult innate spell once per day, except the spell has a range of 30 feet and the inhaled trait instead of the auditory trait. Targets don't gain any circumstance bonus for disagreeing with you. Your circumstance bonus to checks to Make an Impression if the target can smell your breath increases to +2. '''Witch Gnoll Heritage:''' You can cast Ghost Sound as an occult innate spell at will, with a spell level equal to half your level rounded up. +1 Circumstance bonus to Impersonate and Create a Diversion checks made using only your voice. Can take the Heritage Feat ''Distant Cackle'', which lets you cast Ventriloquism once per day as a 1st-level occult innate spell. </div></div> ===3rd Party Settings=== ====Wicked Fantasy==== The neutral-aligned, moon-worshipping gnolls of the [[Wicked Fantasy]] setting use the [[Pathfinder]] rules, and are very, very different beasts to their traditional kin. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the statblock. <div class="mw-collapsible-content"> ::+2 Constitution, +2 Charisma ::Medium ::Movement: Dach'youn can either walk on their hindlegs for a base movement speed of 30 feet, or run on all fours for a base movement sped of 40 feet. Four-legged speed can't be used unless the dach'youn has her hands empty. ::Scent (Extraordinary Ability) ::Pack Feats: A dach'youn starts with three Pack category feats, and gains one new Pack feat at 2nd level and every two levels afterwards (4th, 6th, 8th, etc). ::Pack Tactics: When a dach'youn uses a teamwork feat, every member of her pack gains the benefits of it. ::Ways of the Wild: Survival is always a class skill for dach'youn, and they receive a +1 bonus to Survival, Knowledge (Nature) and Wild Empathy checks. This bonus increases by a further +1 at every 5th level (so levels 5, 10, 15, 20). ::Moon Sign: All dach'youn are born under the gaze of one of the Kachta, and this influences them. Pick a specific Moon Sign from the list below; this increases or alters your ability score bonus as indicated and gives you both a Moon Blessing (a special bonus you gain when your moon is full) and a Moon Curse (a special penalty you suffer when your moon is new). ::Scavenger's Meal: Dach'youn gain a +4 racial bonus to Profession (Cooking) checks and can choose to make a Profession (Cooking) check in lieu of a Survival or Knowledge check relating to food. Cha'ppa ::+2 Dexterity instead of Constitution ::'''Moon Blessing:''' Your bonus to Sense Motive and Perception checks doubles. ::'''Moon Curse:''' You gain no benefits from Morale or Rally bonuses, but penalties still apply. Gur'gha ::+3 Constitution instead of +2 ::'''Moon Blessing:''' You can reroll a failed Fortitude save; the result of this reroll stands, you can't reroll it again. ::'''Moon Curse:''' You cannot make any kind of Knowledge check. Gu'sha ::+2 Wisdom instead of Charisma ::'''Moon Blessing:''' Once per ally per full moon, you can reroll an ally's failed saving throw using your own bonus; the result of this reroll stands, you can't reroll it again. ::'''Moon Curse:''' Roll a d6 to determine which curse affects you for the duration of Gu'sha's new moon phase; on a 1 you cannot benefit from magical healing, on a 2 you are deaf, on a 3 you cannot use four-legged speed, on a 4 you are mute, on a 5 you lose the benefits of your Scent ability, and on a 6 you are blind. Hav'ha ::+2 Strength instead of Constitution ::'''Moon Blessing:''' +5 to CMB ::'''Moon Curse:''' You do not gain your Wisdom modifier to any rolls. Or'gha ::+2 Intelligence instead of Charisma ::'''Moon Blessing:''' In a non-combat situation, your Intelligence modifier is doubled. ::'''Moon Curse:''' Your CMD is 10 and it cannot gain any bonuses. Sh'va ::+3 Charisma instead of +2 ::'''Moon Blessing:''' All creatures with Intelligence 8+ have their default starting attitude towards you increased by two levels. ::'''Moon Curse:''' You gain a 10ft Aura of Untrust; all creatures in this aura automatically notice you and gain +5 to any contested Charisma check against you. Vax ::+1 to any ability score ::'''Moon Blessing:''' When a hostile creature first makes eye contact with you, it must pass a Will save (DC 10 + your Charisma modifier + 1/2 your level) or flee in terror. This is a fear effect. ::'''Moon Curse:''' All creatures with Intelligence 8+ have their default starting attitude towards you decreased by two levels. </div></div>
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