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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

