D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Gnoll Shaman by Clark Ocleasa

Gnoll ShamanChallenge 1
Medium humanoid (gnoll), Chaotic evil200 XP
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Armor Class 11 (16 with barkskin)
Hit Points 27 (5d8 + 5; bloodied 13)
Speed 30 ft.
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STRDEXCONINTWISCHA
11 (+0)12 (+1)14 (+2)12 (+1)14 (+2)10 (+0)
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Saving Throws Con + 4, Wis +1
Skills Arcana +3, Nature +3, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Gnoll
Proficiency Bonus +2; Maneuver DC 13
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Pack Attack. The gnoll deals an extra 5 damage, of the attacks type, on melee attacks against a creature if at least one of the gnoll's allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

Spellcasting. The gnoll is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3 slots): animal messenger, barkskin, hold person

Entangle (1st-Level; Concentration). The gnoll casts a spell, using one of its spell slots, to conjure grasping weeds and vines in a 20-foot square from a point the gnoll can see within 90 feet of it. A creature in the area when the spell is cast must make a DC 12 Strength saving throw or be restrained for 1 minute, or until the spell ends. A creature restrained by the plants can use its action to make a DC 12 Strength check, it freeing itself on a success. Additionally, for the duration of the spell, the area is difficult terrain.

Hold Person (2nd-Level; Concentration). The gnoll casts a spell, using one of its spell slots. The gnoll selects a Humanoid it can see within 60 of it, the target must make a DC 12 Wisdom saving throw or be paralyzed for 1 minute, or until the spell ends. The target can make an additional saving throw at the end of each of its turns, ending the effect on itself on a success.

Thunderwave (1st-Level). The gnoll casts a spell, using one of its spell slots, to create a wave of thunderous force. Each creature in a 15-foot cube originating from the gnoll must make a DC 12 Constitution saving throw, taking takes 9 (2d8) thunder damage and is pushed 10 feet on a failed save, or half as much damage on a success.



EQUIPMENT
quarterstaff, spell components
 
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