Charge. If the Inkawu Beast moves, or jumps, at least 20 feet toward a target and then hits it with a melee weapon attack on the same turn, the target takes one extra die of the weapon’s damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or fall prone.
Instinctive. The Inkawu Beast has advantage on initiative rolls and saving throws against being charmed or frightened. If surprised, the Inkawu can still act normally on its first turn.
Rampage. When the Inkawu Beast reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.
Standing Leap. The Inkawu's long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start.
Multiattack. The Inkawu makes one bite attack and two claw attacks. It can replace this Bite attack with a use of Terrifying Howl, if it is available.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage.
Frenzy Swipes (Recharge 5-6). The Inkawu Beast makes four attacks with its Claws.
Terrifying Howl (Recharge 5-6). The Inkawu raises its massive snout up in the air and lets out a loud howl, which is audible up to 1 mile away. Any gnolls that hear this within a 1 mile radius are immediately drawn to the call of this howl, and arrive at the GM's discretion as allies to the Inkawu Beast.
Non-gnoll creatures within 60 feet of the Inkawu that hear this howl must make a DC 18 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, creatures must use all of their movement to move away from the Inkawu on their turns, by the safest route possible. Affected creatures reroll this Wisdom saving throw at the end of each of their turns, ending the effect on a success. After any successful save against this, creatures are immune to the Inkawu's Terrifying Howl for 24 hours.
Shared Rampage. If any creature allied with and within 120 feet of the Inkawu uses its Rampage trait, the Inkawu can use its Rampage trait, too, provided that it can see that ally.
The Inkawu Beast can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Inkawu regains spent legendary actions at the start of its turn.
Leap. The Inkawu jumps up to 20 feet away, without provoking opportunity attacks.
Swipe. The Inkawu makes an attack with its Claws.
Feast (Costs 2 Actions). The Inkawu Beast makes a Bite attack against one prone creature within 5 feet of it. On a hit, the target becomes grappled in the Inkawu's jaws(escape DC 19), and is restrained while grappled in this way. The Inkawu also regains hit points equal to half of the damage dealt, rounded down.
Description
“I never believed the rumors about the Beast and how it could change people. Then I saw how everyone at the logging camp had been transformed. It had to be a power even greater than a god’s.”
Beast Cursed. Gnolls aren’t a naturally occurring species. Instead, they’re other humanoids mutated due to the influence of the Beast. This power transforms its victims into raving monsters bent on destruction. Gnolls keep their humanoid shape, but the head becomes like that of a jackal, and they grow fur, fangs, and claws. The brain changes, as well, allowing gnolls to communicate in their own twisted language.
Roving Warbands. Gnolls have become incapable of civilized behavior; their driving instinct is wanton destruction. They join other “children” of the Beast, forming warbands that swarm across the countryside, killing and eating every living creature in their path. Within the warband is a loose social structure based on strength and an instinctual recognition of other Beast-bound creatures.
Continual Transformation. A gnoll is the first stage in a continuing mutation process. Gnolls that eat enough raw flesh and drink enough blood can mutate into other forms. A gnoll might grow spikes from their spinal column, and these spikes can be removed and thrown like darts. Other gnolls ooze poison from these spikes and might gain other abilities. Rare gnolls even grow batlike wings.
Legend of the Inkawu. The Inkawu is the pale rider after the yipping storm that is Yeenoghu's hunting pack. This beast takes pleasure in pain, inciting the other gnolls in their bloodlust. The Demonomicon of Iggwilv proclaims it to be a failed experiment in Baphomet's Tower of Science. He had tried to warp the physiology of gnolls into that of minotaurs, as a mockery to his hated rival. This attempt failed of course, and it quickly found Yeenoghu's pack throughout the Abyss, joining their ranks with more fervor than ever before. This true loyalty granted him the immensive boons of savagery from his gnoll lord.
Lore
DC 10 Intelligence (Arcana): Gnolls were once normal humanoids, but they have been mutated by the power of the Inkawu Beast. He is Yeenoghu's second in command, following his lord closely at most times.
DC 10 Intelligence (Religion): Yeenoghu's pack of dreadful gnolls and hyenas have a unique militaristic hierarchy. The Inkawu, or lieutenant, of the pack is a long-mutated hybrid abomination of gnoll lords and minotaurs.
DC 15 Intelligence (History): Gnolls form bands along with other mutated creatures to rampage across their region. Historians have often debated a massive lurking scavenger that roams fields of the dead after gnoll raids, ensuring their transformations.
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