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.
The 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.
Does the movement from the rampage ability provoke opportunity attacks?
Yes cause otherwise it would say it does not.
oh no. they made gnolls fiends
Honestly? 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.
I don´t like their faces...
So 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.
I wish you could give stuff multiple types like that as part of the core rules. So useful.