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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 4044146" data-attributes="member: 2012"><p><span style="color: DarkOrange"><u><strong>Gnolls</strong></u></span></p><p></p><p><strong>Bardalla, Shaman of the Blacktree Tribe, Female Gnoll, Adp8:</strong> CR 10; Medium Monstrous Humanoid (gnoll); HD 2d8+2 plus 8d6+6; 53 hp; Init +1; Spd 20 ft. (base 30 ft.); AC 17 (+1 Dex, +1 natural, +5 bracers), touch 16, flat-footed 16; Base Atk +6/+1; Grp +8; Atk +8 melee (1d6+2, light mace) or +8 ranged (1d8+1, +1 light crossbow); Full Atk +8/+3 melee (1d6+2, light mace) or +8/+3 ranged (1d8+1, +1 light crossbow); SA canine cry; SQ darkvision 60 ft., familiar; AL CE; SV Fort +6, Ref +2, Will +10; Str 15 (+2), Dex 12 (+1), Con 13 (+1), Int 8 (-1), Wis 18 (+4), Cha 12 (+2), LA +2.</p><p>--- <em>Skills and Feats</em>: Concentration +9, Heal +8, Listen +6, Spot +6, Survival +8; Brew Potion, Combat Casting, Dodge, Eschew Materials.</p><p>--- <em>Languages</em>: Gnoll.</p><p>--- <em>Canine Cry</em> (Su): Bardalla can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 16), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day.</p><p>--- <em>Spells per Day</em>: 3/4/3/1</p><p>--- <em>Possessions</em>: 4 potions, bracers of armor +5, light mace, and +1 light crossbow.</p><p>--- <em>Personality</em>: Enigmatic, depraved, and cryptic.</p><p></p><p><strong>Gudugummuan, Flind Commander, Male Flind, War10:</strong> CR 14; Large Monstrous Humanoid (gnoll); HD 4d8+20 plus 10d8+50; 133 hp; Init +2; Spd 20 ft. (base 30 ft.); AC 20 (+2 Dex, -1 size, +3 natural, +4 armor, +2 shield), touch 11, flat-footed 18; Base Atk +14/+9/+4; Grp +25; Atk +21 melee (1d8+7, Large-sized club) or +21 melee (1d10+7, flindbar); Full Atk +21/+16/+11 melee (1d8+7, Large-sized club) or +21/+16/+11 melee (1d10+7, flindbar); SA roar; SQ darkvision 60 ft., weapon familiarity (flindbar); AL LE; SV Fort +16, Ref +6, Will +8; Str 25 (+7), Dex 14 (+2), Con 20 (+5), Int 12 (+1), Wis 14 (+2), Cha 18 (+4); LA +4.</p><p>--- <em>Skills and Feats</em>: Climb +11, Intimidate +10, Jump +11, Knowledge (architecture and engineering) +8, Listen +9, Spot +9, Swim +7; Cleave, Great Cleave, Iron Will, Leadership, Power Attack.</p><p>--- <em>Roar</em> (Su): Gudugummuan can loose a terrifying, howling roar every 1d6 rounds. All creatures (except other flinds and gnolls) within 120 feet must succeed at a Will save (DC 16) or be weakened with fear, losing half their current Strength scores for 1d6 rounds. Those within 60 feet become panicked for 1d6 rounds: Creatures with 3 or fewer HD get no saving throw, but others can negate the effect with a successful Fortitude save (DC 16). Panicked creatures cannot be affected again by the flind’s roar.</p><p>--- <em>Languages</em>: Common and Gnoll.</p><p>--- <em>Possessions</em>: Club, flindbar, scale mail, and heavy steel shield.</p><p>--- <em>Personality</em>: Brutal, fierce, and unforgiving.</p><p></p><p><strong>Tushkur, Gnoll Commander, Male Gnoll, Ftr6/Rog6:</strong> CR 15; Medium Monstrous Humanoid (gnoll); HD 2d8+4 plus 6d10+12 plus 6d6+12; 91 hp; Init +4; Spd 20 ft. (base 30 ft.); AC 24 (+4 Dex, +2 natural, +4 armor, +2 shield, +2 magic), touch 16, flat-footed 20; Base Atk +12/+7/+2; Grp +15; Atk +16 melee (1d8+3, mw battleaxe) or +19 ranged (1d6+6, +3 composite shortbow); Full Atk +16/+11/+6 melee (1d8+3, mw battleaxe) or +19/+14/+9 ranged (1d6+3, +3 composite shortbow); SA canine cry, sneak attack +3d6; SQ darkvision 60 ft., evasion, trapfinding, trap sense +2, uncanny dodge; AL CE; SV Fort +12, Ref +11, Will +8; Str 16 (+3), Dex 18 (+4), Con 15 (+2), Int 14 (+2), Wis 14 (+2), Cha 18 (+4), LA +2.</p><p>--- <em>Skills and Feats</em>: Bluff +14, Climb +6, Diplomacy +16, Escape Artist +11, Handle Animal +10, Hide +13, Intimidate +6, Jump +6, Listen +14, Move Silently +13, Ride +12, Spot +14, Tumble +4; Alertness, Blind-Fight, Cleave, Combat Reflexes, Improved Natural Armor, Iron Will, Leadership, Mounted Combat, Power Attack.</p><p>--- <em>Languages</em>: Common, Gnoll, and Goblin.</p><p>--- <em>Canine Cry</em> (Su): Tushkur can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 18), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day.</p><p>--- <em>Possessions</em>: +2 scale mail, heavy darkwood shield, light warhorse (equipped), masterwork battleaxe, and +3 composite shortbow [+3 Str].</p><p>--- <em>Personality</em>: Charming, immoral, and wily.</p><p></p><p><strong>Ulumab, Leader of the Blacktree Tribe, Male Gnoll, Rgr10:</strong> CR 13; Medium Monstrous Humanoid (gnoll); HD 2d8+2 plus 10d8+10; 66 hp; Init +1; Spd 30 ft.; AC 20 (+1 Dex, +1 natural, +5 armor, +3 magic), touch 14, flat-footed 19; Base Atk +12/+7/+2; Grp +14; Atk +17 melee (1d6+4, +2 cold iron handaxe) or +16 melee (1d6+3, +1 silvered handaxe) or +14 ranged (1d6+2, composite shortbow); Full Atk +15/+10/+5 melee (1d6+3, +2 cold iron handaxe) and +14/+9 melee (1d6+3, +1 silvered handaxe) or +13/+8/+3 ranged (1d6+2, composite shortbow); SA canine cry, favored enemies (see below); SQ animal companion (owl), darkvision 60 ft., wild empathy (+11); AL NE; SV Fort +11, Ref +8, Will +4; Str 15 (+2), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 12 (+1), Cha 12 (+1), LA +2.</p><p>--- <em>Skills and Feats</em>: Concentration +6, Handle Animal +11, Hide +11, Knowledge (nature) +7, Listen +10, Move Silently +11, Ride +3, Spot +10, Survival +11; Cleave, Diehard, Endurance [sup]B[/sup], Improved Two-Weapon Fighting [sup]B[/sup], Leadership, Mounted Combat, Power Attack, Track [sup]B[/sup], Two-Weapon Fighting [sup]B[/sup].</p><p>--- <em>Languages</em>: Gnoll.</p><p>--- <em>Canine Cry</em> (Su): Ulumab can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 15), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day.</p><p>--- <em>Favored Enemies</em> (Ex): Humanoid (human) +4, Fey +4, and Humanoid (elf) +2.</p><p>--- <em>Ranger Spells Per Day</em>: 2/1</p><p>--- <em>Possessions</em>: +3 mithral breastplate, +2 cold iron handaxe, +1 silvered handaxe, composite shortbow [+2 Str], and light warhorse (equipped).</p><p>--- <em>Personality</em>: Abrupt, obsessive, and straightforward.</p><p></p><p><strong>Flind Rager, Male Flind, Bbn6 (4):</strong> CR 11; Large Monstrous Humanoid (gnoll); HD 4d8+19 plus 6d12+24; 103 hp; Init +0; Spd 30 ft. (base 40 ft.); AC 18 (-1 size, +3 natural, +4 armor, +2 shield), touch 9, flat-footed 18; Base Atk +10/+5; Grp +21; Atk +17 melee (1d8+7, Large-sized club) or +17 melee (1d10+7, flindbar); Full Atk +17/+12 melee (1d8+7, Large-sized club) or +17/+12 melee (1d10+7, flindbar); SA rage 2/day, roar; SQ darkvision 60 ft., improved uncanny dodge, trap sense +2, weapon familiarity (flindbar); AL NE; SV Fort +12, Ref +5, Will +5; Str 25 (+7), Dex 10 (+0), Con 18 (+4), Int 11 (+0), Wis 14 (+2), Cha 8 (-1); LA +4.</p><p>--- <em>Skills and Feats</em>: Climb +8, Listen +11, Intimidate +4, Spot +11, Survival +7, Swim +4; Cleave, Lightning Reflexes, Power Attack, Toughness.</p><p>--- <em>Roar</em> (Su): A flind can loose a terrifying, howling roar every 1d6 rounds. All creatures (except other flinds and gnolls) within 120 feet must succeed at a Will save (DC 11) or be weakened with fear, losing half their current Strength scores for 1d6 rounds. Those within 60 feet become panicked for 1d6 rounds: Creatures with 3 or fewer HD get no saving throw, but others can negate the effect with a successful Fortitude save (DC 11). Panicked creatures cannot be affected again by the flind’s roar.</p><p>--- <em>Languages</em>: Common and Gnoll.</p><p>--- <em>Possessions</em>: Club, flindbar, scale mail, and heavy steel shield.</p><p></p><p><strong>Gnoll Soldier, Male or Female Gnoll, War3:</strong> CR 5; Medium Monstrous Humanoid (gnoll); HD 2d8+2 plus 3d8+3; 26 hp; Init +0; Spd 20 ft. (base 30 ft.); AC 17 (+1 natural, +4 armor, +2 shield), touch 10, flat-footed 17; Base Atk +5; Grp +7; Atk +8 melee (1d8+2, battleaxe) or +5 ranged (1d6, shortbow); Full Atk +8 melee (1d8+2, battleaxe) or +5 ranged (1d6, shortbow); SA canine cry; SQ darkvision 60 ft.; AL CE; SV Fort +7, Ref +1, Will +2; Str 15 (+2), Dex 10 (+0), Con 13 (+1), Int 8 (-1), Wis 12 (+1), Cha 8 (-1), LA +2.</p><p>--- <em>Skills and Feats</em>: Listen +2, Ride +3, Spot +2; Power Attack, Weapon Focus (battleaxe).</p><p>--- <em>Languages</em>: Gnoll.</p><p>--- <em>Canine Cry</em> (Su): A gnoll can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 13), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day.</p><p><em>Possessions</em>: Scale mail, large wooden shield, battleaxe, and shortbow.</p><p></p><p><strong>Gnoll:</strong> CR 3; Medium Monstrous Humanoid (gnoll); HD 2d8+2; 11 hp; Init +0; Spd 20 ft. (base 30 ft.); AC 17 (+1 natural, +4 armor, +2 shield), touch 10, flat-footed 17; Base Atk +2; Grp +4; Atk +4 melee (1d8+2, battleaxe) or +2 ranged (1d6, shortbow); Full Atk +4 melee (1d8+2, battleaxe) or +2 ranged (1d6, shortbow); SA canine cry; SQ darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0; Str 15 (+2), Dex 10 (+0), Con 13 (+1), Int 8 (-1), Wis 11 (+0), Cha 8 (-1), LA +2.</p><p>--- <em>Skills and Feats</em>: Listen +2, Spot +2; Power Attack.</p><p>--- <em>Languages</em>: Gnoll.</p><p>--- <em>Canine Cry</em> (Su): A gnoll can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 13), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day.</p><p>--- <em>Possessions</em>: Scale mail, large wooden shield, battleaxe, and shortbow.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4044146, member: 2012"] [COLOR=DarkOrange][U][B]Gnolls[/B][/U][/COLOR] [B]Bardalla, Shaman of the Blacktree Tribe, Female Gnoll, Adp8:[/B] CR 10; Medium Monstrous Humanoid (gnoll); HD 2d8+2 plus 8d6+6; 53 hp; Init +1; Spd 20 ft. (base 30 ft.); AC 17 (+1 Dex, +1 natural, +5 bracers), touch 16, flat-footed 16; Base Atk +6/+1; Grp +8; Atk +8 melee (1d6+2, light mace) or +8 ranged (1d8+1, +1 light crossbow); Full Atk +8/+3 melee (1d6+2, light mace) or +8/+3 ranged (1d8+1, +1 light crossbow); SA canine cry; SQ darkvision 60 ft., familiar; AL CE; SV Fort +6, Ref +2, Will +10; Str 15 (+2), Dex 12 (+1), Con 13 (+1), Int 8 (-1), Wis 18 (+4), Cha 12 (+2), LA +2. --- [I]Skills and Feats[/I]: Concentration +9, Heal +8, Listen +6, Spot +6, Survival +8; Brew Potion, Combat Casting, Dodge, Eschew Materials. --- [I]Languages[/I]: Gnoll. --- [I]Canine Cry[/I] (Su): Bardalla can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 16), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day. --- [I]Spells per Day[/I]: 3/4/3/1 --- [I]Possessions[/I]: 4 potions, bracers of armor +5, light mace, and +1 light crossbow. --- [I]Personality[/I]: Enigmatic, depraved, and cryptic. [B]Gudugummuan, Flind Commander, Male Flind, War10:[/B] CR 14; Large Monstrous Humanoid (gnoll); HD 4d8+20 plus 10d8+50; 133 hp; Init +2; Spd 20 ft. (base 30 ft.); AC 20 (+2 Dex, -1 size, +3 natural, +4 armor, +2 shield), touch 11, flat-footed 18; Base Atk +14/+9/+4; Grp +25; Atk +21 melee (1d8+7, Large-sized club) or +21 melee (1d10+7, flindbar); Full Atk +21/+16/+11 melee (1d8+7, Large-sized club) or +21/+16/+11 melee (1d10+7, flindbar); SA roar; SQ darkvision 60 ft., weapon familiarity (flindbar); AL LE; SV Fort +16, Ref +6, Will +8; Str 25 (+7), Dex 14 (+2), Con 20 (+5), Int 12 (+1), Wis 14 (+2), Cha 18 (+4); LA +4. --- [I]Skills and Feats[/I]: Climb +11, Intimidate +10, Jump +11, Knowledge (architecture and engineering) +8, Listen +9, Spot +9, Swim +7; Cleave, Great Cleave, Iron Will, Leadership, Power Attack. --- [I]Roar[/I] (Su): Gudugummuan can loose a terrifying, howling roar every 1d6 rounds. All creatures (except other flinds and gnolls) within 120 feet must succeed at a Will save (DC 16) or be weakened with fear, losing half their current Strength scores for 1d6 rounds. Those within 60 feet become panicked for 1d6 rounds: Creatures with 3 or fewer HD get no saving throw, but others can negate the effect with a successful Fortitude save (DC 16). Panicked creatures cannot be affected again by the flind’s roar. --- [I]Languages[/I]: Common and Gnoll. --- [I]Possessions[/I]: Club, flindbar, scale mail, and heavy steel shield. --- [I]Personality[/I]: Brutal, fierce, and unforgiving. [B]Tushkur, Gnoll Commander, Male Gnoll, Ftr6/Rog6:[/B] CR 15; Medium Monstrous Humanoid (gnoll); HD 2d8+4 plus 6d10+12 plus 6d6+12; 91 hp; Init +4; Spd 20 ft. (base 30 ft.); AC 24 (+4 Dex, +2 natural, +4 armor, +2 shield, +2 magic), touch 16, flat-footed 20; Base Atk +12/+7/+2; Grp +15; Atk +16 melee (1d8+3, mw battleaxe) or +19 ranged (1d6+6, +3 composite shortbow); Full Atk +16/+11/+6 melee (1d8+3, mw battleaxe) or +19/+14/+9 ranged (1d6+3, +3 composite shortbow); SA canine cry, sneak attack +3d6; SQ darkvision 60 ft., evasion, trapfinding, trap sense +2, uncanny dodge; AL CE; SV Fort +12, Ref +11, Will +8; Str 16 (+3), Dex 18 (+4), Con 15 (+2), Int 14 (+2), Wis 14 (+2), Cha 18 (+4), LA +2. --- [I]Skills and Feats[/I]: Bluff +14, Climb +6, Diplomacy +16, Escape Artist +11, Handle Animal +10, Hide +13, Intimidate +6, Jump +6, Listen +14, Move Silently +13, Ride +12, Spot +14, Tumble +4; Alertness, Blind-Fight, Cleave, Combat Reflexes, Improved Natural Armor, Iron Will, Leadership, Mounted Combat, Power Attack. --- [I]Languages[/I]: Common, Gnoll, and Goblin. --- [I]Canine Cry[/I] (Su): Tushkur can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 18), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day. --- [I]Possessions[/I]: +2 scale mail, heavy darkwood shield, light warhorse (equipped), masterwork battleaxe, and +3 composite shortbow [+3 Str]. --- [I]Personality[/I]: Charming, immoral, and wily. [B]Ulumab, Leader of the Blacktree Tribe, Male Gnoll, Rgr10:[/B] CR 13; Medium Monstrous Humanoid (gnoll); HD 2d8+2 plus 10d8+10; 66 hp; Init +1; Spd 30 ft.; AC 20 (+1 Dex, +1 natural, +5 armor, +3 magic), touch 14, flat-footed 19; Base Atk +12/+7/+2; Grp +14; Atk +17 melee (1d6+4, +2 cold iron handaxe) or +16 melee (1d6+3, +1 silvered handaxe) or +14 ranged (1d6+2, composite shortbow); Full Atk +15/+10/+5 melee (1d6+3, +2 cold iron handaxe) and +14/+9 melee (1d6+3, +1 silvered handaxe) or +13/+8/+3 ranged (1d6+2, composite shortbow); SA canine cry, favored enemies (see below); SQ animal companion (owl), darkvision 60 ft., wild empathy (+11); AL NE; SV Fort +11, Ref +8, Will +4; Str 15 (+2), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 12 (+1), Cha 12 (+1), LA +2. --- [I]Skills and Feats[/I]: Concentration +6, Handle Animal +11, Hide +11, Knowledge (nature) +7, Listen +10, Move Silently +11, Ride +3, Spot +10, Survival +11; Cleave, Diehard, Endurance [sup]B[/sup], Improved Two-Weapon Fighting [sup]B[/sup], Leadership, Mounted Combat, Power Attack, Track [sup]B[/sup], Two-Weapon Fighting [sup]B[/sup]. --- [I]Languages[/I]: Gnoll. --- [I]Canine Cry[/I] (Su): Ulumab can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 15), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day. --- [I]Favored Enemies[/I] (Ex): Humanoid (human) +4, Fey +4, and Humanoid (elf) +2. --- [I]Ranger Spells Per Day[/I]: 2/1 --- [I]Possessions[/I]: +3 mithral breastplate, +2 cold iron handaxe, +1 silvered handaxe, composite shortbow [+2 Str], and light warhorse (equipped). --- [I]Personality[/I]: Abrupt, obsessive, and straightforward. [B]Flind Rager, Male Flind, Bbn6 (4):[/B] CR 11; Large Monstrous Humanoid (gnoll); HD 4d8+19 plus 6d12+24; 103 hp; Init +0; Spd 30 ft. (base 40 ft.); AC 18 (-1 size, +3 natural, +4 armor, +2 shield), touch 9, flat-footed 18; Base Atk +10/+5; Grp +21; Atk +17 melee (1d8+7, Large-sized club) or +17 melee (1d10+7, flindbar); Full Atk +17/+12 melee (1d8+7, Large-sized club) or +17/+12 melee (1d10+7, flindbar); SA rage 2/day, roar; SQ darkvision 60 ft., improved uncanny dodge, trap sense +2, weapon familiarity (flindbar); AL NE; SV Fort +12, Ref +5, Will +5; Str 25 (+7), Dex 10 (+0), Con 18 (+4), Int 11 (+0), Wis 14 (+2), Cha 8 (-1); LA +4. --- [I]Skills and Feats[/I]: Climb +8, Listen +11, Intimidate +4, Spot +11, Survival +7, Swim +4; Cleave, Lightning Reflexes, Power Attack, Toughness. --- [I]Roar[/I] (Su): A flind can loose a terrifying, howling roar every 1d6 rounds. All creatures (except other flinds and gnolls) within 120 feet must succeed at a Will save (DC 11) or be weakened with fear, losing half their current Strength scores for 1d6 rounds. Those within 60 feet become panicked for 1d6 rounds: Creatures with 3 or fewer HD get no saving throw, but others can negate the effect with a successful Fortitude save (DC 11). Panicked creatures cannot be affected again by the flind’s roar. --- [I]Languages[/I]: Common and Gnoll. --- [I]Possessions[/I]: Club, flindbar, scale mail, and heavy steel shield. [B]Gnoll Soldier, Male or Female Gnoll, War3:[/B] CR 5; Medium Monstrous Humanoid (gnoll); HD 2d8+2 plus 3d8+3; 26 hp; Init +0; Spd 20 ft. (base 30 ft.); AC 17 (+1 natural, +4 armor, +2 shield), touch 10, flat-footed 17; Base Atk +5; Grp +7; Atk +8 melee (1d8+2, battleaxe) or +5 ranged (1d6, shortbow); Full Atk +8 melee (1d8+2, battleaxe) or +5 ranged (1d6, shortbow); SA canine cry; SQ darkvision 60 ft.; AL CE; SV Fort +7, Ref +1, Will +2; Str 15 (+2), Dex 10 (+0), Con 13 (+1), Int 8 (-1), Wis 12 (+1), Cha 8 (-1), LA +2. --- [I]Skills and Feats[/I]: Listen +2, Ride +3, Spot +2; Power Attack, Weapon Focus (battleaxe). --- [I]Languages[/I]: Gnoll. --- [I]Canine Cry[/I] (Su): A gnoll can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 13), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day. [I]Possessions[/I]: Scale mail, large wooden shield, battleaxe, and shortbow. [B]Gnoll:[/B] CR 3; Medium Monstrous Humanoid (gnoll); HD 2d8+2; 11 hp; Init +0; Spd 20 ft. (base 30 ft.); AC 17 (+1 natural, +4 armor, +2 shield), touch 10, flat-footed 17; Base Atk +2; Grp +4; Atk +4 melee (1d8+2, battleaxe) or +2 ranged (1d6, shortbow); Full Atk +4 melee (1d8+2, battleaxe) or +2 ranged (1d6, shortbow); SA canine cry; SQ darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0; Str 15 (+2), Dex 10 (+0), Con 13 (+1), Int 8 (-1), Wis 11 (+0), Cha 8 (-1), LA +2. --- [I]Skills and Feats[/I]: Listen +2, Spot +2; Power Attack. --- [I]Languages[/I]: Gnoll. --- [I]Canine Cry[/I] (Su): A gnoll can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion (Will save, DC 13), as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day. --- [I]Possessions[/I]: Scale mail, large wooden shield, battleaxe, and shortbow. [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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