Homebrew Gnoll Species Details
Physical Description
Demon-worshiping is not the only reason many races are wary of gnolls. A lean, muscular 7-foot tall gnoll can be an imposing sight. Despite their musculature, they move rather quickly, easily outpacing most other races. Gnolls also outpace most other races in how quickly they mature. A gnoll matures by the age of 5 and lives to be about 30. Oddly a gnoll's vitality will remain with them until very soon before their natural death.
Gnolls have reflective eyes that are typically bright green or yellow. They also have a thick coat of fur, which is generally light brown or dark brown. Certain clans may possess a single-colored coat or a spotted or striped coat. Some gnolls possess crest like manes of hair going from their head down their spine which rise up they become frightened or angry.
Adding to other races distrust about gnolls, occasionally a gnoll's demonic ancestry will result in peculiar physical traits. This might be manifested in the claws of gnoll claw fighters or an abnormal eye or coat colors.
Gnoll Traits
Gnolls are brutal hunters with a demonic ancestry who are fiercely loyal to their pack.Ability Score Increase
Your Strength score increases by 2 and your Dexterity score increases by 1.
Age
Gnolls reach adulthood by the age of 5 and live to around 30.
Alignment
Gnolls are usually chaotic neutral or evil, though there are exceptions.
Size
Most gnolls are over 7 feet tall. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Bite
A melee weapon attack that deals 1d6 piercing damage plus your Strength modifier.
Septic Bite
When you make this bite attack your target must roll a Constitution saving throw against 8 + your proficiency + your Constitution modifier or suffer the Poisoned condition. You also have resistance to the Poisoned condition and Poison damage.
Rampage
When you reduce a creature to 0 hit points with a melee attack on your turn, you may, as a bonus action to move up to half your speed and make a bite attack.
Frightful Appearance
You are proficient in Intimidation.
Languages
You can speak, read, and write Common and Gnoll.
Infectious Laughter
You begin cackling maniacally at a target creature that you can see and is within range. As a result, this creature perceives everything as hysterically humorous and is compelled to drop into fits of laughter if affected by the ability. The target must succeed on a Wisdom save or fall to a prone position, becoming incapacitated for the duration. A creature with an Intelligence score of 4 or lower is not affected. The saving throw is based upon the user's Charisma modifier. (8 + Charisma Mod + Proficiency bonus) Requires concentration.
At the end of each of its turns, and each time the creature takes damage, the target can make another Wisdom save. The target has advantage on the saving throw if it's triggered by damage. On a successful saving throw, the effect ends.
Whether or not the ability is successful, it is expended and can only be regained by completing a short rest.
Resistances
Septic Bite gives you resistance to the Poisoned condition and Poison damage.
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