Size:
Medium
Type:
Humanoid
Form:
biped
Temper:
predatory, rapacious
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
14 + 1d6
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(BECMI)
Actions/Abilities/Traits: (BECMI)
Action
1 weapon
2-8 or by weapon +1

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
Action
Multiattack
The warrior makes three melee attacks or two ranged attacks.
Action
Spear (3)
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage if wielded in two hands.
Special
Rampage
When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Special
Sure-Footed
The warrior has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
As shown at left
As shown at left
Action
battleaxe
3 (1d8+2/x3)

Actions/Abilities/Traits:
(OSE)
Actions/Abilities/Traits: (OSE)
Action
weapon
1 * weapon (2d4 or by weapon + 1)
Special
Leader
Groups of 20+ are led by a gnoll with 3HD (16hp).

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Power Attack
Action
Melee 1
spear +3 (1d8+3/×3)
Action
Ranged 1
spear +1 (1d8+2/×3)

Actions/Abilities/Traits:
(Pathfinder 2e) (Gnoll Cultist)
Actions/Abilities/Traits: (Pathfinder 2e) (Gnoll Cultist)
Ability
Divine Prepared Spells
DC 22, spell attack +10; 2nd darkness, harm (x4), spiritual weapon; 1st command, fear, magic weapon; Cantrips (2nd) daze, detect magic, light, read aura, sigil
Ability
Pack Attack
A gnoll cultist deals 1d4 extra damage to any creature that's within reach of at least two of the gnoll cultist's allies.
Ability
Rugged Travel
A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.
Offense
Melee
Circumstance: combat round (melee)
falchion +10 [+5/+0] (forceful, sweep), Damage 1d10+3 slashing
Trait
Gnoll
Gnolls are humanoids that resemble hyenas.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
falchion
hide armor
wooden religious symbol
Language
Abyssal
Common
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Gnoll Hunter)
Actions/Abilities/Traits: (Pathfinder 2e) (Gnoll Hunter)
Ability
Pack Attack
A gnoll hunter deals 1d4 extra damage to any creature that's within reach of at least two of the gnoll hunter's allies.
Ability
Rugged Travel
A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.
Offense
Melee
Circumstance: combat round (melee)
battle axe +10 [+5/+0] (sweep), Damage 1d8+4 slashing
Offense
Ranged
Circumstance: combat round (ranged)
shortbow +10 [+5/+0] (deadly 1d10, range increment 60 feet), Damage 1d6 piercing
Trait
Gnoll
Gnolls are humanoids that resemble hyenas.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
battle axe
leather armor
shortbow (20 arrows)
Perception
darkvision

Actions/Abilities/Traits:
(Pathfinder 2e) (Gnoll Sergeant)
Actions/Abilities/Traits: (Pathfinder 2e) (Gnoll Sergeant)
Ability
Attack of Opportunity
Ability
Bark Orders
(auditory, linguistic) The gnoll sergeant commands its allies to reposition. Any allies who hear and understand this order can use a reaction to Step.
Ability
Pack Attack
A gnoll sergeant deals 1d4 extra damage to any creature that's within reach of at least two of the gnoll sergeant's allies.
Ability
Rugged Travel
A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.
Offense
Melee
Circumstance: combat round (melee)
scimitar +14 [+9/+4] (forceful, sweep), Damage 1d6+7 slashing
Offense
Ranged
Circumstance: combat round (ranged)
composite shortbow +12 [+7/+2] (deadly 1d10, propulsive, range increment 60 feet, reload 0), Damage 1d6+4 piercing
Trait
Gnoll
Gnolls are humanoids that resemble hyenas.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Item
composite shortbow (20 arrows)
hide armor
scimitar
Language
Common
Perception
darkvision
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.
5e SRD