AC
15
Initiative
+1 (11)
HP
38
(6d8 + 11)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 12 | +1 | +1 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +4 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +2 |
Resistances
Psychic
Immunities
Charmed, Frightened
Senses
Blindsight 60 ft., Passive Perception 14
Languages
Deep Speech, Gnoll
CR
2 (XP 450; PB +2)
Traits
Grotesque Visage. The aberrant gnoll has advantage on all attack rolls against creatures that are frightened or charmed.
Feel No Pain. Any creature who makes a melee attack on the pack lord must succeed a DC 12 Wisdom saving throw or become Frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to fear from the pack lord for the next 24 hours.
Actions
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage.
Psychic Bolt. Ranged Attack Roll: +4, range 150/600 ft. Hit: 7 (1d10 + 2) Psychic damage.
Comments