Medium Humanoid, Chaotic Evil
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.

NinjaPenguin42

Comments

Posts Quoted:
Reply
Clear All Quotes