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.
Reckless. At the start of its turn, the gnoll can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The gnoll makes three attacks: one with its bite and two with its claws, and uses its Incite Rampage if it can.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Incite Rampage (Recharge 5–6). One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.
Frenzied Rage (3/day). The gnoll enters a rage for up to 1 minute (10 rounds), which ends early if it's knocked unconscious, or ending its turn without attacking a hostile creature since its last turn, or taking damage since then. While raging, the gnoll can use its Bite as a bonus action, it gains advantage on STR checks and saving throws, +2 melee damage with STR weapons, and resistance to bludgeoning, piercing, slashing damage. When the rage ends, the gnoll suffers one level of exhaustion.
Frenzied Bite. The gnoll makes a Bite attack, this can be used only when the gnoll is raging.
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