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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
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