Ideas for gnoll spellcasters

Jack99

Adventurer
Okay, for my upscaled Thunderspire Labyrinth (they will be level 8 when they arrive in the Well of Demons) I am looking for some gnoll spellcasters, to add to the encounters.

Now, with the demonic link the gnolls have, I guess some warlockesque powers would make sense, but infernal pact in itself might be a bit weird.

So I thought I would ask you guys for some input.

Any bright ideas on what kind of powers that would go well with gnoll spellcasters? And I am not necessarily talking about powers from PHB, more like ideas for monster powers.

Thanks in advance

Cheers
 

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Well, the gnoll's main shtick seems to be Pack Attack, and so I'd have powers that make it easier for gnolls to gang up on people.

These are just off the top of my head.

Gnoll Demoniac Level X Controller

Abyssal Snares aura 5; enemies that start their turn in the aura are slowed.

:bmelee: Flaming Claws (standard; at-will) * Fire
+X vs AC; 1d6+Y damage, or 1d6+Y+2 damage while bloodied, and ongoing 5 fire damage (save ends).

:ranged: Curse of Prey (standard; recharge :5: :6:) * Fear
Ranged 10; +X vs Will; 2d6+Y psychic damage, and the target is slowed and can't make opportunity attacks until the start of the gnoll demoniac's next turn.

:area: Scouring Flames (standard; at will) * Fire
Area burst 2 within 10; targets enemies; +X vs Reflex; 1d8+Y fire damage. Gnoll allies in the area may shift 1 square.

:close: Dark Challenge (standard; at-will) * Fear
Close blast 3; +X vs Will; 1d8+Y psychic damage, and the target is marked until the start of the gnoll demoniac's next turn.

Pack Attack
The gnoll demoniac deals an extra 5 damage on melee attacks against an enemy that has two or more of the demoniac’s allies adjacent to it.


Rationale: Curse of Prey and Scouring Flame both help gnoll allies move into position around a target for pack attacks. Dark Challenge is a bit weird for a controller, but I figure gnolls are crazy. It draws foes closer, into the slow aura, where they are trapped, for allied gnolls to position more easily. If the demoniac winds up in melee his Flaming Claws are not too shabby, especially if he has got those allies in place for the Pack Attack. The overall idea is to turn the battlefield into a tight clump of chaos and bloodshed. Paired with a gnoll demonic scourge and some underlings, this fight should be over quickly, one way or the other.

-- 77IM
 

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