Gnoll

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Gnoll
© 2009, Paizo Publishing, LLC Credit Concept Art House Source David Eitelbach & Hank Woon. (March 12, 2009). Snagged from the Vault: Pathfinder #21—The Jackal's Price, Paizo Blog. Print Source Tim Hitchcock. (2009). House of the Beast. House of the Beast, p. 35. Paizo Publishing, LLC. ISBN 978-1-60125-160-2
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Source: Pathfinder d20pfsrd.com

Hunched and feral, this furred, hyena-headed humanoid stands slightly taller than the average human.

Gnoll CR 1
XP 400
CE Medium humanoid (gnoll)
Init +0; Senses Darkvision 60 ft.; Perception +2
Defense
AC 15, touch 10, flat-footed 15 (+2 leather armor, +1 natural, +2 heavy wooden shield)15
hp 11 (2d8+2)
Fort +4, Ref +0, Will +0
Offense
Speed 30 ft.
Melee spear +3 (1d8+3/×3) or Battleaxe +3 melee (1d8+2/×3)
Ranged spear +1 (1d8+2/×3) or shortbow +1 ranged (1d6/×3)
Statistics

Strength 15, Dexterity 10, Constitution 13, Intelligence 8, Wisdom 11, Charisma 8
Base Atk +1; CMB +3; CMD 13
Feats Power Attack
Skills Perception +2
Languages Gnoll

Ecology

Environment warm plains or desert
Organization solitary, pair, hunting party (2–5 gnolls and 1–2 hyenas), band (10–100 adults plus 50% noncombatant children, 1 sergeant of 3rd level per 20 adults, 1 leader of 4th–6th level, and 5–8 hyenas), or tribe (20–200 plus 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 7–12 hyenas, and 4–7 hyaenodons 13–20
Gremlin, Pugwampi 1–3 Pugwampi druids of 1st–3rd level, 1 Pugwampi fighter leader of 2nd–4th level, 2–8 trained stirges, and 2–5 trained baboons) :underground lairs also have 1-3 trolls).
Treasure NPC Gear (leather armor, heavy wooden shield, battleaxe, longbow with 20 arrows, other treasure)

Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures' behaviors.

Gnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available, whom they force to dig warrens, gather supplies and water, and even hunt for their gnoll masters.

Creatures other than hyenas and other gnolls are either meat or slaves, depending upon the temperament of the tribe. Even a dead or fallen comrade is a fresh meal for a gnoll, who might honor a distinguished tribe member with a brief prayer, or thoroughly cook one that has died of a wasting disease, but otherwise view a dead gnoll as little different from any other creature. The more “civilized” gnolls do not eat their prisoners, but instead keep them as slaves, either to defend or improve their lair or to trade with other tribes or slaver bands.

Gnolls relish combat, but only when they have the obvious advantage of numbers. In other situations, they prefer to avoid combat except as a means of winning a kill from another hunter, or as a clever ambush to bring down a large meal. These hyena-men see no value in courage or valor, instead preferring to flee once it becomes clear that victory is not possible, noting that it is better to run with tail tucked away than to lose one's tail entirely.

During combat, gnolls use a strange mixture of pack tactics and individual standoffs. If a gnoll feels that it is winning, it attempts to take down a weaker being rather than aiding its fellows. If the gnolls are struggling, they gang up on a powerful leader and try to take that creature down, in the hopes of forcing its allies to flee.

Gnoll leaders are typically rangers, although clerics are highly regarded as well. Most gnolls find arcane magic difficult to master, and as a result it is relatively rare to see a gnoll bard, sorcerer, or wizard.

Combat

Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position. Because of its shield, a gnoll’s modifier on Hide checks (untrained) is -2, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, cover, or some other form of advantageous terrain).

Gnolls As Characters

Gnoll characters possess the following racial traits.

* Strength +4, Constitution +2, Intelligence -2, Charisma -2.

* Size Medium.

* A gnoll’s base land speed is 30 feet.

* Darkvision out to 60 feet.

* Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.

* Racial Skills: A gnoll’s humanoid levels give it skill points equal to 5 × (2 + Intelligence modifier). Its class skills are Listen and Spot.

* Racial Feats: A gnoll’s humanoid levels give it one feat.

* +1 natural armor bonus.

* Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.

* Favored Class: Ranger.

* Level adjustment +1.

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