AC
13
natural armor
Initiative
+1 (11)
HP
32
(5d8 + 10)
Speed
30 ft.
Mod | Save | ||
---|---|---|---|
STR | 16 | +3 | +3 |
DEX | 12 | +1 | +1 |
CON | 14 | +2 | +2 |
Mod | Save | ||
---|---|---|---|
INT | 7 | -2 | -2 |
WIS | 10 | +0 | +2 |
CHA | 6 | -2 | -2 |
Gear
glaive
Senses
Darkvision 60, Passive Perception 12
Languages
Common, Gnoll fragmented
CR
1 (XP 200; PB +2)
Traits
Traits:
Mad Frenzy (Recharge 5–6):
As a bonus action, the gnoll flies into a rage for 1 minute. During this time, it gains advantage on melee attack rolls, but all attack rolls against it have advantage.
Beholder-Touched (1/day):
As an action, it emits a cone of distorted psychic energy (15 ft. cone). All creatures in the area must succeed on a DC 13 Wisdom saving throw or become frightened until the end of their next turn and take 6 (2d6) psychic damage. On a success, they take half damage and aren’t frightened.
Actions
Actions:
Multiattack.
The gnoll makes two melee attacks.
Clawed Glaive. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (1d10 + 3) slashing damage.
Comments