Flinds are a race closely related to gnolls. The two races share some strong similarities, and at first sight inexperienced adventurers could easily confuse the two. Flinds are much stockier than their lanky kin, much stronger and hardier, and are certainly more dangerous.
It is unknown if flinds are a subspecies of the gnoll or a genetic anomaly produced among large gnoll packs. Flinds are often found among gnoll bands acting as leaders, as their strength and relatively superior intelligence puts them above their lesser brethren.
Flind combat tactics are similar to those of gnolls. They prefer to strike from ambush, using terrain and concealment to their best advantage. They are most often seen acting in the role of leaders to gnoll bands, keeping discipline with a ruthless hand and little mercy.
When the demon lord Yeenoghu wants to create a particularly fearsome war band leader, he transforms an exceptionally strong and vicious gnoll into a demonic warrior known as a flind.
A war band of demon-worshiping gnolls typically contains only one flind, and that creature sets the war band's path. Because of its special connection to Yeenoghu, a flind uses demonic insight to guide the gnolls toward weak prey ripe for slaughter.
Unlike other leaders who might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those it strikes.
When gnolls are weakened, they seek out isolated settlements, maim and disable its inhabitants, and feed upon them as they rest and regain strength.
A flind is an exceptionally strong and vicious gnoll that commands and directs the war band it is a part of. It wields a flail imbued with powerful magic by Yeenoghu himself.
A war band can have only one flind, and that creature sets a war band's path. Because of its special connection to Yeenoghu, a flind uses god-given omens and demonic insight to guide the gnolls toward weak prey ripe for slaughter.
Unlike other humanoid leaders that might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those struck by it.
Close relatives of gnolls standing 6½-ft tall with powerful limbs and leonine heads
Flinds are close relatives of, and to a degree resemble, gnolls. Flinds stand 6½-ft tall, with powerful limbs and a leonine head. Both flinds and gnolls regard flinds as more highly evolved beings and any gnoll will regard a flind as having 16 charisma. Groups of gnolls are often led by one or more flinds and the gnolls will obey any order given by a flind without question. A gnoll defending its flind leader will not check for morale unless the flind is killed or hors de combat. Flinds share a common language with gnolls and can also speak bugbear, hobgoblin, ogrish, and orcish. Flinds are generally on friendly terms with these humanoid races and will work with them as need arises. For unknown reasons, flinds do not like and will not cooperate with trolls. In combat flinds swing crude clubs, using their great strength to gain +1 to hit. There is a 25% chance that each flind will wield a disarming weapon called a flindbar; a pair of iron bars linked by a short piece of chain. A flind wielding a flindbar gains two attacks per round for 1d4 hp damage. For every hit with a flindbar the victim must save vs aimed magic items or be disarmed. Regarding PC use of the flindbar: The wielder
Flinds are a race closely related to gnolls. The two races share some strong similarities, and at first sight inexperienced adventurers could easily confuse the two. Flinds are much stockier than their lanky kin, much stronger and hardier, and are certainly more dangerous.
It is unknown if flinds are a subspecies of the gnoll or a genetic anomaly produced among large gnoll packs. Flinds are often found among gnoll bands acting as leaders, as their strength and relatively superior intelligence puts them above their lesser brethren.
Flind combat tactics are similar to those of gnolls. They prefer to strike from ambush, using terrain and concealment to their best advantage. They are most often seen acting in the role of leaders to gnoll bands, keeping discipline with a ruthless hand and little mercy.
When the demon lord Yeenoghu wants to create a particularly fearsome war band leader, he transforms an exceptionally strong and vicious gnoll into a demonic warrior known as a flind.
A war band of demon-worshiping gnolls typically contains only one flind, and that creature sets the war band's path. Because of its special connection to Yeenoghu, a flind uses demonic insight to guide the gnolls toward weak prey ripe for slaughter.
Unlike other leaders who might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those it strikes.
When gnolls are weakened, they seek out isolated settlements, maim and disable its inhabitants, and feed upon them as they rest and regain strength.
A flind is an exceptionally strong and vicious gnoll that commands and directs the war band it is a part of. It wields a flail imbued with powerful magic by Yeenoghu himself.
A war band can have only one flind, and that creature sets a war band's path. Because of its special connection to Yeenoghu, a flind uses god-given omens and demonic insight to guide the gnolls toward weak prey ripe for slaughter.
Unlike other humanoid leaders that might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those struck by it.
Close relatives of gnolls standing 6½-ft tall with powerful limbs and leonine heads
Flinds are close relatives of, and to a degree resemble, gnolls. Flinds stand 6½-ft tall, with powerful limbs and a leonine head. Both flinds and gnolls regard flinds as more highly evolved beings and any gnoll will regard a flind as having 16 charisma. Groups of gnolls are often led by one or more flinds and the gnolls will obey any order given by a flind without question. A gnoll defending its flind leader will not check for morale unless the flind is killed or hors de combat. Flinds share a common language with gnolls and can also speak bugbear, hobgoblin, ogrish, and orcish. Flinds are generally on friendly terms with these humanoid races and will work with them as need arises. For unknown reasons, flinds do not like and will not cooperate with trolls. In combat flinds swing crude clubs, using their great strength to gain +1 to hit. There is a 25% chance that each flind will wield a disarming weapon called a flindbar; a pair of iron bars linked by a short piece of chain. A flind wielding a flindbar gains two attacks per round for 1d4 hp damage. For every hit with a flindbar the victim must save vs aimed magic items or be disarmed. Regarding PC use of the flindbar: The wielder
Tome Of Horrors Complete Pathfinder
Encyclopedia Of Lifeforms Mundane And Magical D&D 3e
AD&D Fiend Folio AD&D 1e
