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Gutter Gnoll Shaman Weapons, Armor & Items
Medium humanoid (gnoll), chaotic evil 3 corrosive vials, quartersta , and roll a d12:
Armor Class 10 d12 Item(s)
Hit Points 21 (6d8 − 6)
Speed 35 . 1–6 1d4 days’ rations consisting of beef jerky and
STR DEX CON INT WIS CHA moldy bread
10 (+0) 14 (+2) 8 (−1) 14 (+2) 17 (+3) 13 (+1) 7–9 A trinket (p. 39)
Skills Arcana +4, Perception +5, Stealth +4, Survival +5 10–11 A tattered cloth coin purse containing a random
Senses darkvision 60 ., passive Perception 15 assortment of buttons ranging in size and material,
Languages Common, Gnoll 25 (2d12 + 12) in all
Challenge 4 (1,100 XP) 12 A wand of magic missile
Contagious. If a non-gnoll creature comes into physical contact
with the gutter gnoll shaman, the creature must succeed on a DC Shamans have a crude command of magic, mostly utilizing their
10 Constitution saving throw or contract gnoll’s kiss (p. 34). e powers to enhance the natural stealth of raiding parties.
DC increases to 15 if this contact was the gutter gnoll shaman’s
bite or claw attack.
Gutter Slyness. e gutter gnoll shaman has advantage on
Dexterity (Stealth) checks while in sewers and alleyways that are
in darkness or dim light.
Spellcasting. e gutter gnoll shaman is a 7th level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit
with spell attacks). It has the following druid spells prepared:
Cantrips (at will): dancing lights, light, mage hand
1st level (4 slots): bane, in ict wounds
2nd level (3 slots): silence, spiritual weapon
3rd level (3 slots): dispel magic, spirit guardians
4th level (1 slot): greater invisibility
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ., one target.
Hit: 2 (1d4) piercing damage.
Claw. Melee Weapon Attack: +2 to hit, reach 5 ., one target.
Hit: 3 (1d6) slashing damage.
Quartersta . Melee Weapon Attack: +2 to hit, reach 5 ., one
target. Hit: 3 (1d6) or 4 (1d8) bludgeoning damage if wielded
with two hands.
Corrosive Vial. Ranged Weapon Attack: +4 to hit, reach 30/60
., one target. Hit: upon striking the target, the vial will break
and release a corrosive liquid that reduces the e ectiveness of
armor and shields by −1 AC until it can be repaired. is e ect
is cumulative the more times the target is struck with vials up to
-5. If the target is not wearing armor, or their armor e ectiveness
has been reduced by -5, the target takes 4 (1d8) acid damage.
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Chapter 2: Gnolls

