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
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.
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