Guess who's back... back again... Beefer's back... tell a friend...

Hey guys I apologize for the extended hiatus, I was working two jobs and this unfortunately took a back burner. That said. I recently quit one job so I'm back. I know many of you were looking forward to many of my creations for some time, I apologize for making you guys wait for so long. I am going to create some more high epic- high cosmic creations but in the mean time I will be posting several mainstay races and creatures from my subepic stuff to whet your collective appetites. I hope you enjoy and I hope you are still onboard. :)
 
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Gnoll, Odine, CR 3

This strong looking more animalistic gnoll stands almost a foot taller than it's lesser brethren, and appears as a more pure cross of hyena and humanoid, it's striking black and white fur stained with blood, it's two-toned mohawk raises as it sees you... with fearless eyes and tearing jaws, it's powerful body ripples with sinewy muscle.

XP: 800
N Medium Monstrous Humanoid (Gnoll)
Init +6, Senses: Low Light Vision, Darkvision 60, Scent; Perception +13

Defense
AC: 21 ( +2 Dex, +4 Natural, +4 Hide armor, +1 Dodge) Touch: 13, Flat Footed: 18
Hit Dice: 4d10+16 ( 41 hp)
Fort +7, Ref +6, Will +2
Immune: Disease, +10 Resistance to Ingested Poison
Defensive Abilities: Cast Iron Stomach

Offense
Speed 40ft (30ft in armor)
Melee: Spear +8 (1d8+6/ x3), or 2 Claws +8 (1d3+4), or Bite +8 (1d8+8)
Ranged: Spear +6 (1d8+6 /x3), Hunting bow or Sling +6 (1d4+4)
Special Attacks: Gnoll Butter +6, Die Biting the Throat

Statistics
Str 18 +4
Dex 15 +2
Con 17 +3
Int 8 -1
Wis 13 +1
Cha 8 -1
Base attack+4; CMB +8; CMD 21
Feats: Toughness, Dodge (b), Skill Focus: Perception, Improved Initiative, Endurance (b)
Skills: Climb +9, Heal +6, Intimidate +10, Perception +13, Stealth +6, Survival +10, ; Racial Modifiers: +2 Climb, +2 Heal, +2 Intimidate, +2 Perception, +2 Survival
Languages: Gnoll, Common
Special Qualities: Crushing Bite, Weapon Familiarity

Ecology
Environment: Forest, Plains
Organization: Solitary, Pair, Hunting Party (3-5), Band (6-20), or Tribe (21-60)
Treasure: NPC gear (Hide armor, well balaced belt knife with various knocks and grooves (-1 to improvised tool penalty), sling, hunting bow (deals sling damage but deals piercing damage, applies str mod), spear, 10 balanced stones, 10 fire hardened wood arrows, flint and tinder, Red Frog Poison (DC:12 injury fort 1d3dex and reduces speed by 5 ft for 1d3 hours, primary, 1 str secondary 1/minute for 3 minutes), 1-10gp in semiprecious stones and gold pieces)

Special Abilities
Gnoll Butter (Ex): An Odine Gnoll can produce a thick, brown, gritty, foul smelling, extremely sticky grease from glands in their anus as a move action 3+ con mod/ per day. This substance though disgusting, is in fact a powerful antihemorrhagic, antibiotic, astringent, antiseptic, and healing agent. When applied to a wound it converts 1d8+ the gnoll's constitution modifier lethal damage into nonlethal damage for every 5 hit dice the gnoll possesses, and adds a +5 circumstance bonus on heal checks made to the recipient for 1 hour. Only 1 dose of Gnoll Butter may be applied in this fashion per hour.
Additionally, high quantities of naturally occurring alcohols in the substance make it extremely flammable. If ignited, the substance burns for 1d4 + the gnoll's constitution modifier rounds, dealing 1d6 fire damage per round. Gnoll Butter may be thrown as a ranged touch attack with a range of 10 feet dealing no initial damage, on a critical hit it blinds the target for 24 hours with no save. All non gnolls within 5 feet of the substance must make a DC 15 fort save to avoid being sickened for 1d4 rounds in either application, a successful save makes you immune to this effect for 24 hours.

1d4 doses of Gnoll Butter can be harvested from a gnoll via a DC 10 Craft Alchemy check.

Cast Iron Stomach (Ex): Gnoll's capability to eat just about anything is legendary. They can eat even the most horrid, putrid, rotten meat or food and never risk disease and also receive a +10 racial bonus to saves against ingested poisons.

Crushing Bite (Ex): Gnoll jaws are considered to be some of the strongest, size per size, in the world. Their bite deals damage as if the Gnoll was 2 size categories larger, deal x2 strength damage, and their bite is always considered a primary weapon.

Die Biting the Throat (Ex):
When a gnoll takes enough damage to either knock the gnoll unconscious or kill it, they gain a single immediate attack at their highest attack bonus.

Scent (Ex): Gnolls can detect enemies by scent to a range of 30 ft, strong scents at double range, and overpowering scents at triple range. Pinpointing the location is a move equivalent action. Can track by smell.

Weapon Familiarity (Ex): All gnolls are drilled from birth to be trained in the art of hunting and war, all of a gnoll's natural attacks are considered primary attacks and all are trained with the use of Slings, Bows, Daggers, Spears, and improvised weapons of all types, they also do not suffer accidental risk of poisoning themselves on poisons and toxins found from their known local environment (including their frog poison) they are incredibly perceptive to the weaknesses of weapons and how to counter them and can find suitable items from their environment usually.

Odine Gnolls are powerfully built gnolls who stand considerably larger stronger and more imposingly than their cousins. Odine gnolls were simply a subset of normal gnolls until about 300 years ago when the gnolls becoming increasingly aware of the power and dominance of human kind and the loss of the influence of the Beastmen, Elves, and Goblinoids worldwide enacted a strategy to secure their independence, dominance, autonomy, and power in their environment and to secure the future of gnoll kind, if not world wide, at least for themselves and their neighbors.

The gnolls convened with other tribes in the area, but the Odine tribe so named as they lived in the human nation of Odine, spearheaded an initiative to strictly guard and regulate who could breed, when and with who, and control the attributes so desired. After three hundred years, the gnolls have become exceedingly strong, large, and efficient, dismissing most religious ideals, and living in simple harmony with the world around them, they have learned to adapt to humankind and their lessons are spreading...

Being driven by their curiosity and a greater sense of purpose, the Odine gnolls have made many leaps and bounds to bridge the gap of understanding between man and gnoll, living in close proximity and clashing with a powerful and prosperous human kingdom in it's prime, the gnolls have learned to face mounted knights, to avoid crossbow bolts, learn the common tongue and the power of written words and contracts (if not the very basics) and to use their land and their natural capabilities to their full advantage and when death seems certain they face their foe with a suicidal fury. They've learned the value of not needing supply lines and the value of tight knit groups, the gnolls... have become exceedingly powerful and mankind may need to start worrying...

Odine gnolls stand roughly a foot taller than their cousins, their hands are rough and black on the palms and covered in black fur up to the elbows, their bodies are covered in fur that ranges from black and brown or white striped to plain brown black or gray, or white and many will either have a bald ( basic fur covered) head or a crest of two toned black and white hair like a mo hawk that raises when they are angered or otherwise emotionally aroused.

They are simple, very intelligent in regards to what they know, sure of mind to the point of single mindedness, curious, predatory, and alert. They are just as likely to try and converse with you if they don't deem you a threat as they are to eat you simply because they are hungry and they could.

They forget how frail human bodies are to them and have been known to badly maim close friends simply by excitedly hugging or playfully cuffing a humanoid friends arm.

Combat:
When Odine Gnolls are roused to combat against a powerful foe they attack viciously and if in their own environment will lead foes on a goose chase using sling bolts and javelins to irritate foes from a distance and their natural speed and endurance to lead less manueverable horses and men into traps made for both animals and men; mainly swinging logs, pit traps deadfall traps and falling boulders, they frequently use poisons and diseases if needed but prefer to kill foes outright. At this point they close with foes and strike hard attempting their strongest attacks against the most wounded of foes attempting a kill shot constantly. If at a distance they will throw a spear or if the foe seems doomed, simply leave and come back or soften them up with a few sling bolts or hunting arrows.

After a few hours if the prey isn't dead they'll either attack or attempt communication, if the latter, such 'conversations' can take days, the gnoll will provide food, 'gnoll butter' and water to deal with whatever the survivor needs in order to continue their talk, after a time the gnoll willl either free, befriend or eat the survivor with basically equal chances.

If wounded they will fight through the pain or retreat to relative safety before deploying their 'gnoll butter' to heal slightly and produce a terrible 'aura' effect. They may also use this to nauseate and horrify foes, throwing it at them like a mudball, they use this to their advantage attacking while their foe is weakened.

If killed in combat, they throw themselves at their killers and attack with the last ounce of their strength...

An odine gnoll once bit a into famous knight's arm after he had beheaded the beast on it's way down, clamping to the man's forearm and crushing it, with no priest around and no one of sufficient spellcasting or alchemical prowess to save it, his arm was ampuated, leaving him ruined...
 
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