Gnoll Shaman by Clark Ocleasa
|Gnoll Shaman||Challenge 1|
|Medium humanoid (gnoll), Chaotic evil||200 XP|
Armor Class 11 (16 with barkskin)
Hit Points 27 (5d8 + 5; bloodied 13)
Speed 30 ft.
|11 (+0)||12 (+1)||14 (+2)||12 (+1)||14 (+2)||10 (+0)|
Saving Throws Con + 4, Wis +1
Skills Arcana +3, Nature +3, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Proficiency Bonus +2; Maneuver DC 13
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.
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.
quarterstaff, spell components