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Gutter Gnoll Pack Leader                              Weapons, Armor & Items
           Medium humanoid (gnoll), chaotic evil                 Dagger, thurible, leather armor, and roll a d12:
           Armor Class 11 (leather armor)                         d12   Item(s)
           Hit Points 39 (6d8 + 12)
           Speed 35   .                                           1–6   1d4 days’ rations consisting of beef jerky and
             STR     DEX     CON      INT     WIS      CHA              moldy bread
           12 (+1)  11 (+0)  12 (+1)  14 (+2)  12 (+1)  12 (+1)   7–9   A trinket (p. 39)
           Skills Intimidation +3, Perception +3, Stealth +2, Survival +3  10–11 A tattered cloth coin purse containing a random
           Senses darkvision 60   ., passive Perception 13              assortment of buttons ranging in size and material,
           Languages Common, Gnoll                                      21 (2d10 + 10) in all
           Challenge 2 (450 XP)                                    12   A cloak of protection
           Contagious. If a non-gnoll creature comes into physical contact
           with the gutter gnoll pack leader, the creature must succeed on a   Using a combination of social cunning and physical dominance,
           DC 10 Constitution saving throw or contract gnoll’s kiss (p. 34).   pack leaders have the tough job of keeping their cowardly, and
              e DC increases to 15 if this contact was the gutter gnoll pack  o  en unreliable, clan in line. Many gutter gnolls have ambitions of
           leader’s bite or claw attack.                        becoming pack leaders themselves, so those at the top must watch
                                                                their backs.
           Gutter Slyness.    e gutter gnoll pack leader has advantage on
           Dexterity (Stealth) checks while in sewers and alleyways that are
           in darkness or dim light.

           Frenzied Fighting. When the gutter gnoll pack leader makes a
           successful attack, all friendly gnolls within 5   . of the target who
           can see the pack leader can choose to make an attack against the
           same target as a reaction with disadvantage.
           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: +3 to hit, reach 5   . or
           range 20/60   ., one target. Hit: 2 (1d4) piercing damage.
              urible. As a bonus action, the gutter gnoll pack leader can
           shake its thurible to create a noxious cloud of smoke in a 15   .
           radius sphere centered on it.    e smoke spreads around corners
           and its area is lightly obscured. It lasts for up to 10 minutes
           or until a wind of light or greater speed (at least 5 miles per
           hour) disperses it. Any non-gutter gnoll that enters the smoke
           for the   rst time or starts its turn there must make a DC 15
           Constitution saving throw, taking 10 (3d6) poison damage on a
           failed save, or half as much on a successful one.    e gutter gnoll
           pack leader can spend additional bonus actions to increase the
           size of the sphere to a maximum of a 25   . radius.
           size of the sphere to a maximum of a 25   . radius.




                     “That was a dog. I just saw a
                    dog in an overcoat...”



                    -overheard on the streets of
                   Sarakka






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                                                                                                      Chapter 2: GnollsChapter 2: Gnolls
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