My shot at a Flind
Here's a shot at designing a functional Flind.
Flind
Level 8 Soldier (Leader)
Initiative +6
Senses +7, low light vision
HP 90 Bloodied 45
Speed 8
AC 22 Fortitude 21 Reflex 18 Will 18
m Flind Bar (standard, at will) Weapon
+13 vs. AC D6+5 damage, D6+7 when bloodied see also "entangle" and "bar flurry" below
Blood of Yeenoghu:
"In the pressence of gnolls the Flinds must ever be vigilant"
When with in 5 squares of gnolls the flind gets a +2 bonus to attack and damage. This is due to an obligation to protect the children of Yeenoghu from harm as well as divine protection when combating the same who have lost the way.
Pack Attack:
Flinds deal an extra 5 damage on melee and ranged attacks against an enemy that has two or more of the Flind's allies adjacent to it.
Defender of the Pack: Recharge 6 (Reaction)
"The Flind must act as the hide as the rest of the pack acts as the claws"
If an adjacent ally is in a bloodied condition and is hit by an attack the Flind may immediately react and place themselves in harms way taking the hit and damage accordingly - if the adjacent bloodied ally is a gnoll Yeenoghu looks on with favor on the blood sacrifice and grants the ally healing equal to the damage suffered by the Flind. If the ally is not a gnoll, the Flind takes an additional 2 damage from Yeenoghu disfavor and the ally gets a +2 morale bonus to AC until the end of it's next turn.
Entangle: Recharge 4,5,6 (Weapon - Flindbar) Change to Encounter, or Recharge 5,6 or Recharge 6 as per preference.
"Drawing upon years of combat experience the Flind entangles an opponents weapon"
Upon a sucessful hit with the flind bar the Flind may either use this ability or Bar Flurry below if they are powered but not both.
+13 vs. Reflex Opponents attacks are at a -4 to attack as the weapon becomes entangled in chains, upon the opponents save phase during it's next turn sucess frees its weapon from the chain, failure leads to disarm and the weapon entering the possesion of the Flind. (The Flind must use a minor action to untangle a entangled weapon before this action or Bar Flurry is used again regardless of powered or not powered status.)
Bar Flurry: Recharge 4,5,6 (Weapon - Flindbar) Change to Encounter, or Recharge 5,6 or Recharge 6 as per preference.
"The Flind uses it's skill with the Bar to add leverage to its follow up strike"
Upon a sucessful hit with the flind bar the Flind may either use this ability or Entangle above if they are powered but not both.
+13 vs. AC 2D6+5 damage, 2D6+7 while bloodied and the Opponent is dazed by the fury of the blow (save ends)
Alignment: Lawful Evil
Languages: Abyssal, Common
STR 20 (+9) DEX 16 (+7) WIS 14 (+6) CON 16 (+7) INT 13 (+5) CHA 16 (+7)
Equipment: Chain Mail Armor, Flind Bar.
My math will be totally off by the time the official rules come out I know, hope this will help out other gnoll fanatics out there. Any criticism is more then welcome (I know the Flindbar recharging on any role of the D6 will be frowned upon). Someone please make up some Flail Snails - 4e certainly seems like the edition of the Flails.
<Edit> Changed some wording and made use of some good advice.
<Edit> The Powers in the Blue would belong to a Commander varient, the Powers in standard text would belong to a Soldier varient, Changed armor to a heavier chain mail to encompass the soldier/commander aspect compared to my first try as a skirmisher. See below on Lizard's comments for good alternative (less badly worded and more 4e) versions of Entangle.