AC
15
Initiative
+1 (11)
HP
27
(6d8)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 12 | +1 | +1 |
| CON | 11 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | -2 | -2 |
| WIS | 10 | +0 | +0 |
| CHA | 7 | -2 | -2 |
Actions
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.
Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10 + 1) Piercing damage.
Bonus Actions
Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack.







-
View User Profile
-
Send Message
Posted Feb 4, 2025The change to Rampage from activating when a creature drops to 0 hit points to hitting something already bloodied is good, I wonder if limiting it to once a day or twice a day for the tougher variants is too much.
-
View User Profile
-
Send Message
Posted Feb 6, 2025Does the movement from the rampage ability provoke opportunity attacks?
-
View User Profile
-
Send Message
Posted Feb 7, 2025Yes cause otherwise it would say it does not.
-
View User Profile
-
Send Message
Posted Feb 15, 2025oh no. they made gnolls fiends
-
View User Profile
-
Send Message
Posted Mar 3, 2025Honestly? Making gnolls fiends was about the only change from the huminoid races I can actually get behind. It just makes more sense, though most of the other changes made less. They were already servants of Yeenoghu born of hyenas, how is that even remotely considered humanoid? All the other huminoids are just people, some of whom are evil and/or have odd coloring and features.
-
View User Profile
-
Send Message
Posted Mar 25, 2025I don´t like their faces...
-
View User Profile
-
Send Message
Posted Apr 6, 2025So turning them into Fiends, they now can't be targeted by Hold Person? Same with Sahaugin as I found out when testing monsters in a one shot from the new monster manual. Don't get me wrong I like the change, however this is going to cripple some casters. I feel like a lot of the new rules they have been making have had this consensus, making counterspell irrelevant by making spell like abilities more prevalent. Personally I'll be making these creatures still considered humanoids as well as fiends.
-
View User Profile
-
Send Message
Posted May 11, 2025I wish you could give stuff multiple types like that as part of the core rules. So useful.
-
View User Profile
-
Send Message
Posted Jan 1, 2026The funniest part of this design change is that Hallow is now the ultimate defense for most towns. Goblins, Gnolls, hobgoblins, Sahuagin, Bugbears, Lizardfolk, Kuo-Toa, the Gith, etc... can now just be ignored by any town willing to pay a few thousand gold a year to make more and more hallow ground. Just pay 10,000 gold and you can make a pretty large area perfectly safe from 90% of threats that most towns would deal with. pay a couple thousand a year and after a decade you can have a lot of town immune, after 50 years the entire town is entirely safe. Hallow lasts until dispelled, and Gnolls or Goblins don't commonly have spell casters capable of casting dispel magic, so realistically, a wealthy city like Neverwinter could pay to just fully protect a lot of the surrounding towns over time. Hell, just have 1 place, like the town hall, under hallow and have a well stocked basement for supplies and you have an impenetrable bunker to hold up in, while sniping the attackers who cannot enter to fight back. Hallow is absolutely insane for world building implications with these changes. Now the only fear is Orcs and other humans. In forgotten realms, this actually removes quite a lot of dangers considering human armies aren't that common place, and Orc armies are not really found on the sword coast where most adventures take place. Does make Banishment really weird though, since half those creatures cannot survive on the planes associated with them. Lizardfolk cannot breathe earth so they die on the plane of earth, Kuo-Toa are abberations so either astral plane or far realm and either way they are screwed, Sahuagin and Gnolls won't last long in the lower planes either.
I like the change flavor wise for some of them, but mechanically it is a bit of a mess. Backwards compatibility is a nightmare with most mindflayer adventures using goblins which can no longer be possessed by the intellect devourer and the fact that hold person just became almost useless for most pre-written modules at low level. But since this is essentially a new edition for all intents and purposes, I imagine all of that will be easily fixed with the new adventures, so I am looking forward to how they do things in the future for adventures.