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.
Brutal Critical. When landing a critical hit, the attack gains damage equal to an additional roll of the weapon's damage die.
Danger Sense. The gnoll has advantage on dexterity checks against effects it can see.
Feral Instict. The gnoll has advantage on initiative rolls.
Multiattack. The gnoll makes two attacks with it's bite, claw.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) slashing damage.
Rage (4 charges. Gains all uses back after a long rest) The Gnoll enters into a barbaric rage for one minute. While raging, the gnoll takes half damage from piercing, bludgeoning, and slashing damage. When landing a strength based attack while raging, the target takes an additional 3 points of the weapons type of damage. The gnoll has advange on strength checks and saves while raging. The rage will end early if the gnoll goes [Tooltip Not Found] or if its turn ends without it making an attack against another creature since its last turn or taken damage since then.
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