5e gnolls [Parsantium]



Written for one of the pregens I created for the Parsantium adventure I ran at Dragonmeet, here are my 5e gnoll stats:


Not all gnolls are demon-worshipping fiends like the feral packs who roam the Great Grass Sea to the east of Parsantium. Many of the desert-dwelling gnolls of Khemit and Aqhran have long made a living from their favourite activity – violence and killing – by working as sellswords. When Aqhrani traders first came to Parsantium, some brought gnoll bodyguards with them, and a minority of Parsantium’s population has been made up of gnolls ever since. More recently, a number of gnoll mercenaries in Kalgroth Ironheart’s army defected to the side of the crusaders led by Corandias the Stubborn, and stayed on in the city as part of the Parsantine army once the fighting was over. In recent years their numbers have been swelled by more barbarians arriving from the steppes.

Like the half-orcs, gnolls are part of the city’s underclass, but while the former strive to become respectable, gnolls stay true to their savage heritage, finding employment as hired enforcers, bodyguards, bouncers and thugs, and often getting mixed up in crime by throwing their lot in with the gangs controlled by the Hidden Quarter’s Boss of All Bosses.

Most of Parsantium’s gnolls have abandoned worship of Okkidor in favour of Martek or the Sampuran battle god Indra. Some gnoll adventurers serve the Basileus or the Caliph of Aqhran; others even work for the sinister Mummy, Queen Merytnofru, who plots to bring glory to the long-buried kingdom of Khemit. Those who still remain loyal to their bloodthirsty roots may follow the Grand Khan of the Gnolls who haunts the Silk Road.


Ability score increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Gnolls reach adulthood rapidly, and live short, brutal lives, rarely reaching more than 30 years of age.

Alignment. Most of Parsantium’s gnolls are neutral or neutral evil; those allied to the Gnoll Khan of the steppes are chaotic evil.

Size. Gnolls range from 7 to 7 feet 6 inches in height, and weigh from 280 to 320 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Moonlit raids on centaur camps on the Great Grass Sea have given you the ability to see clearly in dark and dim conditions. 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 colour in darkness, only shades of grey.

Power of the Pack. You deal an extra 1d4 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.

Rampage. When you reduce a creature to 0 hp on your turn, you can take a bonus action to move up to half your speed and make another attack.
Languages. You can speak, read and write Bathuran (Common), the guttural, demonic-sounding Gnoll tongue and either Aqhrani or Tiangaon.

Feedback welcome!


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