Well, since a staggering case of writer's block has stopped me cold half-way through the next installment of my storyhour, I thought I would work on some critters to get the ol' creative juices flowing again.
Let me begin by saying that I like gnolls, I like em a lot. So I put together a whole pack of em.
The Teeth of Yeenoghu are a pack of feral gnolls led by a powerful half-fiend. They are a good challenge for a party in the 8-12 range especially if accompanied by their leader. The tribe consists of roughly fifty adults and includes a small number of the Hounds of Yeenoghu (advanced fiendish hyenas).
Enjoy
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Havarak (Chosen of Yeenoghu)
Half Fiend Feral Gnoll Barbarian 5
Medium Monstrous Humanoid
Hit Dice: 7d12+35 (90 hp)
Initiative: +3 (Dex)
Speed: 50 ft. (10 squares), fly 50 ft. (average)
AC: 24 (+3 Dex, +7 natural, +4 +1 studded leather), touch 13, flatfooted 24
Base Attack/Grapple: +7/+15
Attack: Claw +15 melee (1d8+8 plus bleeding) or +1 vile heavy flail +16 melee (1d10+13 plus 1 vile)
Full Attack: 2 claws +15 melee (1d8+8 plus bleeding) and bite +13 melee (1d6+4 plus bleeding) or +1 vile heavy flail +16/+11 melee (1d10+13 plus 1 vile)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rage 2/day, smite good, spell-like abilities
Special Qualities: Damage reduction 5/magic, darkvision 60 ft, fast healing 3, immunity to poison, improved uncanny dodge, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 17, trap sense +1, uncanny dodge
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 27, Dex 16, Con 20, Int 10, Wis 12, Cha 08
Skills: Climb +15, Jump +15, Hide +5, Intimidate +1, Listen +11, Move Silently +5, Spot +6, Survival +8, Swim +10
Feats: Cleave, Multi-Attack, Power Attack
Environment: Warm plains
Organization: Solitary, pair, gang (3-5), or tribe (61+)
Challenge Rating: 11
Alignment: Chaotic Evil
Possessions: +1 vile heavy flail, +1 studded leather, Weeping Tooth of Yeenoghu (inflicts 1 point of cumulative bleeding damage on all natural attacks)
Pounce (Ex): Havarak can make a full attack after executing the charge action.
Smite Good (Su): Once per day Havarak can make a normal melee attack to deal an additional 7 points of damage to a good aligned foe.
Spell-like Abilities: 3/day – darkness, poison; 1/day – desecrate, unholy blight. As 13th level sorcerer DC = 9 + spell level.
As chosen of Yeenoghu, Havarak leads a large tribe of Yeenoghu’s favored creatures, feral gnolls. The blood of demons runs thick in Havarak’s veins and its taint is evident in every act of the ruthless gnoll chieftain. Havarak’s tribe is called the Teeth of Yeenoghu and they have become the chief concern for the wood elves and other goodly creatures in their area. Havarack has lead his gnolls on many successful attacks, including a raid upon the small elven village of Quarnoth, which left the tiny settlement in smoldering ruins.
The feral gnolls of Havarack’s tribe are barely sentient, and so wild that only a direct show of strength keeps them in any semblance of order or unity. Only constant raiding for the flesh of elves and humans and Havarack’s own personal might keep the pack from dissolving into complete chaos.
Havarack takes many captives on his raids so that he might please his abyssal patron with blood sacrifice and to glut his own desire for slaughter and ritual mutilation. In addition he hopes to breed a new more tractable race by crossing captive elves with feral gnolls, to date this blasphemous experiment has yielded little more than horrible deformity, but Havarack continues his breeding program with the blessings of Yeenoghu.
Appearance & Tactics
Havarack is terror personified and those that have survived his presence can scarcely convey the sheer lunacy of his form and ferocity. Standing nearly eight feet tall, Havarack is a hulking mass of gangrenous yellow fur and red glaring malevolence. His demonic heritage is clearly evident in the long spiraling horns that jut from his misshapen skull and the massive flaring batwings that spread from his shoulders. Havarack’s eyes glow a feral red and his short muzzle is lined with filth caked daggers infested with disease and misery.
Havarack wields a massive club in battle, which has been blessed by Yeenoghu to deal death and corruption to his enemies. Occasionally Havarack with be unable to overcome his own bestial nature and will abandon his club to tear into a foe with tooth and claw. Although far more intelligent than the feral gnolls he leads, Havarack is no tactician and prefers to simply lead his gnolls into battle in a howling horde of raging chaos and discord. To date the fiendish gnoll has remained undefeated but his brazen attacks and penchant for wild bloodshed will certainly bring the forces of good en mass down upon himself and his pack.
The Teeth of Yeenoghu
Feral Gnoll
Medium Monstrous Humanoid
Hit Dice: 2d10+6 (17 hp)
Initiative: -1 (Dex)
Speed: 40 ft. (8 squares)
AC: 19 (-1 Dex, +6 natural, +4 hide armor), touch 09, flatfooted 19
Base Attack/Grapple: +2/+7
Attack: Claw +7 melee (1d8+5) or greatclub +7 melee (1d10+7)
Full Attack: 2 claws +7 melee (1d8+5) or greatclub +7 melee (1d10+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab
Special Qualities: Darkvision 60 ft, fast healing 2
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 21, Dex 09, Con 16, Int 04, Wis 11, Cha 06
Skills: Listen +2, Spot +3
Feats: Power Attack
Environment: Warm plains
Organization: Solitary, pair, gang (3-5), or tribe (61+)
Challenge Rating: 2
Alignment: Chaotic Evil
Feral gnolls are those that are blessed – some might say cursed – by the vile demon lord Yeenoghu with increased strength and ferocity. Feral gnolls resemble their more common brethren but are much bulkier and are covered from head to foot in a long, shaggy coat of filthy yellow fur. Two-inch talons jut from the feral gnoll’s heavy knuckled hands and a wild, untamed ferocity gleams within its eyes. Faster than an average gnoll the feral gnoll lopes along on all fours using its long ape long arms to propel itself across the ground towards its prey. Feral gnolls are as strong as ogres and exceedingly tough, healing even the most grievous wounds if given enough time. As powerful as feral gnolls are, the blessings of Yeenoghu do not come without a price, and gnolls so gifted lose much of their intellect and culture.
The Hounds of Yeenoghu
Advanced Fiendish Hyena
Large Animal
Hit Dice: 5d8+20 (38 hp)
Initiative: +1 (Dex)
Speed: 60 ft. (12 squares)
AC: 14 (-1 size, +1 Dex, +4natural), touch 10, flatfooted 12
Base Attack/Grapple: +3/+13
Attack: Bite +9 melee (1d8+9)
Full Attack: Bite +9 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Crushing jaws, smite good
Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 5 and fire 5, scent, spell resistance 10
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 22, Dex 13, Con 19, Int 03, Wis 13, Cha 06
Skills: Hide +1*, Listen +4, Spot +4
Feats: Alertness, Weapon Focus (bite)
Environment: Warm plains
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 4
Alignment: Chaotic Evil
Certain packs of gnolls, especially those than have gone feral, often employ the strength and power of The Hounds of Yeenoghu. The Hounds are hyenas that have grown to monstrous size sand have been augmented by the fiendish power of the abyss. Nearly as large as draft horses and equipped with a massive set of crushing jaws the Hounds of Yeenoghu are truly terrifying to behold. Blessed with a rudimentary intellect and a definite evil bent the savage beasts have a fondness for the flesh of intelligent humanoids and are utterly relentless once they have caught the scent of their chosen prey.
A favored tribe of gnolls may keep as many as six Hounds of Yeenoghu and will keep them well fed upon the flesh of captured humanoids lest the hounds turn on the gnolls themselves.
Crushing Jaws (Ex): If a Hound of Yeenoghu makes a successful bite attack against a creature of large size or smaller it may choose to hang on to its victim and inflict crushing damage with its terrible jaws. After a successful bite attack the hound of Yeenoghu and its victim make opposing grapple checks. If the victim wins the opposed roll he managed to wriggle free but if the Hound of Yeenoghu wins it inflicts an additional 1d8+12 points of crushing damage. This damage persists each round until the victim wins and opposed grapple check or the Hound of Yeenoghu is slain.