Medium Humanoid (Gnoll), Typically Chaotic Evil
Armor Class 17 (half plate)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR
19 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +6, WIS +5
Skills Deception +6, Intimidation +6, Perception +5
Condition Immunities Charmed, Frightened
Senses Darkvision 60ft., Passive Perception 15
Languages Gnoll
Challenge 6 (2,300 XP)
Proficiency Bonus +3
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.

Martial Advantage. Once per turn, the gnoll can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the gnoll that isn't incapacitated.

Brute. A melee weapon deals one extra die of its damage when the gnoll hits with it (included in the attack).

Actions

Multiattack. The gnoll makes three attacks: one with its bite and two with its longsword.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage, and the target must make a DC 12 Constitution saving throw. On a failure, the creature is affected by a temporary madness. Melee attack rolls against the creature have advantage until the end of the gnoll's next turn.

Reactions

Parry. The gnoll adds 3 to its AC against one melee attack that would hit it. To do so, the gnoll must see the attacker and be wielding a melee weapon.

Description

Gnolls are unruly and brutal humanoids, held together by a mutual bloodlust that they turn against their enemies (which is everyone other than themselves), and a common ancestry in Yeenoghu, the demon lord that first created the gnolls during a frightening episode when Yeenoghu roamed the Material Plane unchecked. Whenever a pack of gnolls runs dry of new settlements to pillage and decimate, they turn against others of their kind, often leading to the pack's demise as its members murder one another in a gruesome display of carnage and bloodlust.

Pack Survivors. Taking its name from one of the Prince of Gnolls' many titles, a butcher of Yeenoghu is a wily survivor from a collapsed gnoll pack. Donning the best armour scavenged from the corpses, the butcher seeks out to form a new warband, determined not to let the same calamity repeat itself.

Tempered Bloodlust. Despite its epithet, the butcher is not wholly consumed by the bloodlust of its kind. Although the same cry for battle pulses through the butcher's heart, it recognises that more can be achieved through planning and strategy. Groups led by butchers of Yeenoghu seldom announce their presence until they are in place, rather than howling wildly as a regular gnoll pack would do.

Natural Leaders. Butchers of Yeenoghu strive for a better future for all gnolls, although that future is viewed through the prism of hatred for all other creatures. The butcher continuously sends out scouts to vet for resources to pillage, to ensure that its war band is sated on a ready supply of bloodshed. If a region provides enough resources, the war band may temporarily establish a stronghold. This only lasts long enough for the area to be raided of resources, or for loyal governance to finance an adventuring party to bring a permanent end to the gnoll pack.

EchoVG

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