Gnolls are without doubt my favorite humanoid, and I love playing them as PCs or running them as NPCs. I was so happy when I found the flind listing in the MM III, and i swear I bought the book just so I would have tthe updated 3.5 stats. So here's a flind slaver I created a while ago for my buddy's Thayan campaign to add some spice to the city of Bezantur.
BD
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Jargal Blackbite “The Gnollmaster” (CR 11)
Male Flind Expert 4/Ranger 6
LE Medium humanoid
Init +0; Senses darkvision 60 ft., Listen +6, Spot +6
Languages Common, Dwarven, Elven, Gnoll
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AC 18, touch 10, flatfooted 18
(+2 natural, +6 armor)
hp 81 (12 HD)
Fort +12, Ref +7, Will +10
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Speed 30 ft. (6 squares)
Melee +1 merciful flindbar +13/+8 (2d4+6 plus 1d6 nonlethal/19-20 x2) and +1 merciful flindbar +13/+8 (2d4+3 plus 1d6 nonlethal/19-20 x2)
Ranged masterwork net +11 (special)
Base Atk +10; Grapple +15
Atk Options favored enemy gnolls +4, favored enemy humans +2
Combat Gear potion of cure serious wounds, potion of cat’s grace, scroll of longstrider, 3 tanglefoot bags
Ranger Spells Commonly Memorized (CL 3rd)
1st – entangle (DC 12), magic fang
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Abilities Str 20, Dex 10, Con 14, Int 14, Wis 12, Cha 16
SQ animal companion, combat style, improved combat style, link with companion, share spells, wild empathy +9
Feats Endurance*, Exotic Weapon Proficiency (net), Improved Two Weapon Fighting*, Iron Will, Negotiator, Persuasive, Track*, Two Weapon Fighting*, Weapon Focus (flindbar)
Skills Bluff +16*, Diplomacy +20, Hide +10, Intimidate +18, Listen +6*, Knowledge (nature) +10, Move Silently +10, Profession (slaver) +11, Sense Motive +9*, Spot +6*, Survival +11* (+13 in above ground natural environments)
*Jargal receives a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival when using these skills against gnolls. He receives a +2 bonus on the same skills against humans.
Possessions combat gear, +1 flindbar (2), +2 chain shirt, circlet of persuasion, cloak of resistance +1, masterwork net (2)
Myrgle (Hyena Animal Companion)
Male Hyena
N Medium Animal
Init +2; Senses low-light vision, scent; Listen +6, Spot +6
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AC 16, touch 12, flat-footed 14
(+2 Dex, +4 natural)
hp 30 (4 HD)
Resist evasion
Fort +6, Ref +6, Will +2
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Speed 50 ft. (10 squares)
Melee bite +5 (1d8+3)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +5
Atk Options trip
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Abilities Str 15, Dex 15, Con 15, Int 2, Wis 13, Cha 6
SQ link with master, share spells, 2 bonus tricks
Feats Alertness, Improved Natural Attack (bite)
Skills Hide +4*, Listen +6, Spot +6
*Myrgle receives a +4 bonus on Hide checks when in tall grass or areas with heavy undergrowth
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Tricks: Myrgle knows the following tricks: Attack, Come, Defend, Down, Guard, Heel, Seek, and Track.
Trip (Ex): When Myrgle hits with a bite attack he can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Myrgle.
Jargal Blackbite is a flind slaver that sells gnolls trained for a variety of violent tasks, including guard duty, personal protection, and even organized military operations. Unlike most gnolls, Jargal’s stock are far more reliable and trustworthy than his competitors’, a fact that leads many to believe that Jargal employs magical means to subdue the notoriously violent and unpredictable humanoids. The truth, however, is far more mundane. Flinds have dominated gnoll society for millennia, and all gnolls have a genetic predisposition to accept their commands, a fact that makes a slaver’s job all the easier.
Appearance
Jargal would appear to the untrained eye as just another gnoll, but there are subtle differences in flind and gnoll physiology. Firstly, his muzzle is shorter, and his small rounded ears are set farther back on his skull. In addition, Jargal is shorter than his less civilized cousins, standing just under seven feet in height, although his build is much more robust than the lankier gnoll. Jargal’s fur is a deep reddish-brown in color and is shorter than a gnoll’s ragged pelt, allowing onlookers to see more of the flind’s impressive physique. He is meticulously clean, and the first thing his clients are apt to notice is that he lacks the cloying “wet dog” smell that is so common with gnolls.
When seeking new “merchandise” Jargal dons a shirt of enchanted steel links, and carries his twin flindbars at his belt. When hunting he travels light, taking only his armor, weapons, and the bare essentials needed for survival in the wilderness.
When peddling his wares, Jargal presents himself as a civilized creature, and often wears the finest clothing he can buy, specially cut to fit his unique body shape. He will always set up a fine silk tent where he can entertain wealthy clients, letting his bevy of exotic slaves serve them fine wine and edible delicacies from all over the world. Jargal is very concerned with keeping up appearances and proving to his clients, many of who have strong prejudices against non-humans, that he is as skilled and civilized as the next merchant.
Personality
Jargal is a highly intelligent and incredibly shrewd merchant. He has matched wits with the finest traders and slavers from across the world, and has more often than not come out on top. Unlike most flinds, Jargal is unsatisfied with a life of simple mayhem and raiding, and desires to earn fame and fortune in the civilized world of men, dwarves, and elves. Although he is evil, Jargal has a highly developed sense of honor, and will not seek to cheat customers that deal with him fairly. His merchandise is exactly what he promises it to be, and there are droves of satisfied clients willing to attest to the discipline and training instilled in his gnolls.
But, despite his well-deserved reputation as a fair-dealing merchant, Jargal can still be an unmerciful brute when necessary. He deals harshly with those that attempt to cheat or steal from, either simply slaying them or worse, adding them to his stock to sell at auction. He is especially brutal with the gnolls he enslaves, beating every ounce of spirit and defiance out of them, making them empty and tractable vessels with which he can fill with his specialized training and discipline.
Tactics
Jargal is an intelligent and wily opponent, and will never willingly engage an enemy he thinks has the slightest chance of defeating him. More often than not he will attack to subdue, using his merciful flindbars to beat his opponents into unconsciousness, and then dragging them off to be sold as slaves. Jargal will typically order his hyena animal companion to “guard” rather than to “attack” in combat, for fear of overly endangering his beloved beast.
Prior to Combat: Jargal will drink his potion of cat’s grace and cast magic fang on Myrgle, if given sufficient time to prepare before combat.
Round 1: If outdoors, Jargal likes to open combat with his entangle spell. He will try to catch as many foes as possible in the spell’s radius, usually centering the spell on the weakest looking character.
Round 2: Jargal will use his nets or a tanglefoot bags upon any enemy that escapes the entangle spell, hoping to reduce the number of opponents he will face in melee.
Round 3: If all of Jargal’s opponents are entangled at this point, he will draw his flind bars, move to the closest target and proceed to pummel his foe into unconsciousness. If faced with unhindered opponents, especially powerful melee combatants, Jargal will suppress the merciful ability of his flindbars and strike to kill.
Round 4 and Beyond: Jargal will continue to subdue entangled opponents, or melee with those that have escape his spell or nets.
Retreat: If Jargal suffers more than half his hit points in damage, he will use his scroll of longstrider and attempt to flee. He will attempt to hide from pursuing foes and use his potion of cure serious wounds, returning to combat if fewer than half of his original enemies remain.
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None-Core Rules:
Flind - Monster Manual III