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.
Bloodlust Frenzy (Racial Trait)
Bloodlust Frenzy Your demonic heritage fills you with an overwhelming hunger for blood and violence.
While you are in combat and have taken damage since the start of your last turn (or you have reduced a creature to 0 hit points with a melee attack on your current turn), you enter a bloodlusted state. While bloodlusted, you gain the following benefits:
- You have advantage on melee weapon attack rolls against any creature that doesn't have all its hit points.
- Your Bite attack deals an extra 1d6 piercing damage.
- Once per turn when you reduce a creature to 0 hit points with a melee attack, you can immediately make one additional Bite attack against a different creature within 5 feet as part of the same action (no extra action or bonus action required).
This state ends when combat ends or when you finish a short or long rest.
Limited Use (to prevent it from being too strong): You can enter or maintain Bloodlust Frenzy a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Strike with Excalibur Melee Weapon Attack: your attack bonus to hit, reach 5 ft., one target. Hit: 1d8 + 3 + your Strength modifier slashing damage (or 1d10 + 3 + Str if versatile), plus 2d8 radiant damage. The sword is magical and grants a +3 bonus to attack and damage rolls.
Holy Light of Excalibur (1/Day) As an action, you can cause Excalibur to shine with brilliant holy light. Each hostile creature within 30 feet of you must make a DC 17 Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn't blinded. Undead and fiends have disadvantage on this saving throw.
Rampant Victory (Recharge 5–6) — Optional powerful action As a bonus action after you reduce a creature to 0 hit points with a melee attack using Excalibur, you can move up to half your speed without provoking opportunity attacks and make one additional attack with Excalibur.
Description
Ace is a savage, hyena-headed fiend driven by an endless demonic hunger. These tall, lean predators attack in howling packs, slaughtering without hesitation and devouring their victims completely. Born when hyenas feast on the corpses of Yeenoghu’s kills, gnolls exist only to hunt, kill, and feed. Their maniacal laughter and Rampage ability make them terrifying foes that grow more dangerous as the battle turns bloody.