Pack Tactics. The Corrupted Gnoll Shaman has advantage on attack rolls against a creature if at least one of the gnoll leader's allies is within 5 feet of the creature and the ally isn’t incapacitated.
Spellcasting. The Corrupted Gnoll Shaman is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Corrupted Gnoll Shaman has following spells prepared:
Cantrips (at will): thaumaturgy, chill touch, toll the dead
1st level (4 slots): inflict wounds, Bane
2nd level (3 slots): hold person, spiritual weapon
Multiattack. The leader makes two melee attacks.
Corrupted Staff. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 2) bludgeoning damage plus 3 (1d6){"diceNotation":"1d6","rollType":"damage","rollDamageType":"necrotic"} necrotic damage.
Necrotic Pulse (Recharge 5–6). The shaman releases a wave of necrotic energy. Each creature within 20 feet of the shaman must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much on a successful one.
Corrupted Aura.
At the start of each of the shaman's turns, each creature of its choice within 10 feet must succeed on a DC 13 Constitution saving throw or take 5 (1d10) {"diceNotation":"1d10", "rollType":"damage", "rollAction necrotic damage.
Description
- Before Combat: The shaman casts Bane to weaken enemies.
- During Combat: It uses Spiritual Weapon to harass distant foes and Inflict Wounds against high-value targets.
- When Bloodied (below half HP): The shaman may use Hold Person to control threats and ensure allies can finish off key enemies.