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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

