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Plains Gnoll Spearman                                       We heard them 'round sunset. A ways off.
           Medium humanoid (gnoll), chaotic evil                       Sounded like a bunch of revelers, gigglin’ an’
           Armor Class 13 (leather armor)                             laughing and howlin’.
           Hit Points 33 (6d8 + 6)
           Speed 40   .                                               Next thing I know, Captain says, “Bar the
             STR     DEX     CON      INT     WIS      CHA            gates, and pray to whoever you hold dearest
           14 (+2)  14 (+2)  12 (+1)  10 (+0)  10 (+0)  10 (+0)       they hold 'til mornin’.”
           Skills Athletics +4, Nature +2, Survival +2
           Senses darkvision 60   ., passive Perception 10           When it got dark, the screamin’ started from the
           Languages Gnoll                                           hamlet. Horrible. A few boys wanted to open the
           Challenge 1 (200 XP)                                      garrison, try to go save a few.
           Sprinter.    e plains gnoll spearman can use a bonus action to
           move up to half its speed.                               “No,” says Captain, “they’re done for. Let’s hope
                                                                    we don’t join them.”
           Actions
           Multiattack.    e plains gnoll spearman makes four attacks:   Soon enough, it was quiet. Silent even. And
           two with its spear, one with its bite, and one with its claw. It can   then there was a new noise. Snappin’. Crunchin’.
           choose to replace its spear attacks with claw attacks.  Bones bein’ et. I never heard a sound so bad.
           Bite. Melee Weapon Attack: +4 to hit, reach 5   ., one target.   Come daybreak, it was like they was never there.
           Hit: 4 (1d4 + 2) piercing damage.

           Claw. Melee Weapon Attack: +4 to hit, reach 5   ., one target.
           Hit: 6 (1d8 +2) slashing damage.                       -Jored, militia soldier’s account of a gnoll raid
                                                                  -Jored, militia soldier’s account of a gnoll raid
           Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5   ., or
           range 20/60   ., one target. Hit: 5 (1d6 + 2) piercing damage, or
           6 (1d8 + 2) piercing damage if used with 2 hands to make a
           melee attack.

           Weapons, Armor & Items
           5 spears, leather armor, and roll a d12:

             d12  Item(s)
             1–6  1d4 days’ wind-dried meat rations
             7–9  A trinket (p. 31)
            10–11 A tattered coin purse containing 17 (5d6) cp, and
                  3 (1d6) sp
             12   A quiver containing 2 (1d4) +1 javelins

             ough gnolls are generally disdainful of ranged combat,
          spearmen see the bene  t of having weapons they can loose at an
          enemy as they charge in to   nish the job up close.























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                                                                                                      Chapter 2: Gnollshapter 2: Gnolls
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