Small Humanoid (Gnoll), Any Chaotic Alignment
Armor Class 12 natural armor
Hit Points 4 (2d4)
Speed 20 ft.
STR
6 (-2)
DEX
14 (+2)
CON
8 (-1)
INT
6 (-2)
WIS
4 (-3)
CHA
4 (-3)
Saving Throws DEX +4
Senses Darkvision, Passive Perception 13
Languages Gnoll
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Traits

Pack Tactics. The Chignoll has advantage on attack rolls against a creature if at least one of the Chignoll's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. On hit target must make a DC 10 Constitution saving throw or take 1d4 necrotic damage, or half as much on a successful save.  On failed save target contracts a Disease that deals 1d4 necrotic damage at the start of their turn until it is cured with either a spell or a DC 10 medicine check.  A target can suffer multiple Diseases inflicted this way, a separate medicine check is required for each Disease, a lesser restoration or cure poison and disease will remove all Diseases 

.

Reactions

Tremble: The Chignoll can use its reaction to tremble making it difficult to hit giving all attacks against it disadvantage 

Description

Small humanoids covered in short fur that varies in color from light tan to black.  They have the head of a dog bulbous eyes and large ears.  They are cowardly alone but vicious in large numbers 

Monster Tags: fiend

Habitat: Desert

freegade

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