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.
Reckless. At the start of its turn, the Gnoll can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The gnoll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.
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