Medium Elemental (Gnoll), Unaligned
Armor Class 15 (hide armor, shield)
Hit Points 22 (5d8)
Speed 30 ft.
STR
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
3 (-4)
WIS
9 (-1)
CHA
7 (-2)
Damage Vulnerabilities Piercing
Damage Resistances Bludgeoning, Slashing
Damage Immunities Psychic
Condition Immunities Poisoned
Senses Blindsight 60 ft. (blind beyond this radius), Tremorsense 10ft., Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.

Unstable Body. When the gnoll is reduced to 0 hit points by a damage type it it not vulnerable to, the crystals on its body shatter, exploding in a 10ft radius. Each creature in the radius must make a DEX save (DC 13), causing 2d6 piercing damage on a failed save, or half on a successful one.

Crystalline Nature. The gnoll doesn’t require air, food, drink, or sleep.

Deaf. This creature is deaf.

Innate Spellcasting. The abhorrent overlord’s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

at will: detect magic

Actions

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

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Description

It's such a shame these creatures were caught in the crossfire of experimental weapons. Magic was never meant to be so concentrated and packed so densely, and these beings are the evidence as of why. No longer alive yet still walking, their only motive now is to find a new source of magic and grow.

Monster Tags: Gnoll

Habitat: MountainUnderdark

SoupGenie

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