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Gutter Gnoll Lightfoot                               Gnoll’s Kiss
           Medium humanoid (gnoll), chaotic evil                   is disease may have originated as an okiti weapon, but has
           Armor Class 13 (leather armor)                       since grown and mutated in the gutter gnolls’   lthy habitat into
           Hit Points 9 (2d8)                                   a particularly nasty a   iction. Tales of ghouls in the sewers o  en
           Speed 35   .                                         spring up around the horribly scarred, or even entirely skinless,
             STR     DEX     CON      INT     WIS      CHA      corpses it leaves behind. Infected creatures begin showing
           12 (+1)  14 (+2)  10 (+0)  10 (+0)  14 (+2)  8 (−1)  symptoms a  er 1d4 days, including itchiness and sores.    e
                                                                infected creature su  ers one level of exhaustion, and becomes
           Skills Perception +4, Stealth +4, Survival +4        vulnerable to poison and acid damage while infected.
           Senses darkvision 60   ., passive Perception 14
           Languages Common, Gnoll                              At the end of each long rest, the infected creature must make
           Challenge 1/2 (100 XP)                               a DC 15 Constitution saving throw against the disease. A
                                                                successful save decreases its level of exhaustion by one. If this
           Contagious. If a non-gnoll creature comes into physical contact   reduces the level of exhaustion to zero, the creature is cured.
           with the gutter gnoll lightfoot, the creature must succeed on a
           DC 10 Constitution saving throw or contract gnoll’s kiss (see   A failed save increases its level of exhaustion by one as its sores
           sidebar).    e DC increases to 15 if this contact was the gutter   begin to worsen and weep, dealing 1d10 poison damage for
           gnoll lightfoot’s bite or claw attack.               each level of exhaustion. If this damage reduces the creature’s hit
                                                                points to 0, its skin is entirely covered in open wounds and large
           Gutter Slyness.    e gutter gnoll lightfoot has advantage on   areas begin to slough o  , killing it through a combination of
           Dexterity (Stealth) checks while in sewers and alleyways that are   shock and dehydration.
           in darkness or dim light.

           Actions
           Bite. Melee Weapon Attack: +3 to hit, reach 5   ., one target.
           Hit: 3 (1d4 + 1) piercing damage.
           Claw. Melee Weapon Attack: +3 to hit, reach 5   ., one target.
           Hit: 4 (1d6 + 1) slashing damage.
           Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5   . or
           range 20/60   ., one target. Hit: 4 (1d4 + 2) piercing damage.
           Blowgun. Ranged Weapon Attack: +4 to hit, range 20/100   .,
           one target. Hit: 1 piercing damage, and the target must make a
           DC 14 Constitution saving throw, taking 5 (2d4) poison damage
           on a failed save, or half as much damage on a successful one.
           For every 5 darts a target is struck by, they su  er one level of
           exhaustion.
           Weapons, Armor & Items
           Blowgun, dagger, 20 darts, leather armor, and roll a d12:
             d12  Item(s)
             1–6  1d4 days’ rations consisting of beef jerky and
                  moldy bread
             7–9  A trinket (p. 39)
            10–11 A tattered cloth coin purse containing a random
                  assortment of buttons ranging in size and material,
                  9 (2d4 + 4) in all
             12   A vial of poison

          Slight and stealthy, lightfoots attack from hiding using darts
          coated with cultivated poison, or even just smeared with   lth
          from their fur, which has much the same e  ect.










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        Chapter 2: Gnolls
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