Homebrew Half Gnoll Species Details
Society
Half-gnolls are almost never accepted by either gnolls or other intelligent races, so they live with each other in small groups of about 5 to 15 half-gnolls.
Secrecy is very important in half-gnoll groups, and they try to hide from all other intelligent creatures, only fighting when they have no other choice. Only the bravest of half-gnolls leave their groups to become adventurers, and such half-gnolls always try to hide their identity as much as possible, like using some sort of magic or hiding their faces. Sadly, a lot of half-gnoll adventurers are killed by ignorant town guards.
There are a few relatively large half-gnoll societies of about 50-100 half-gnolls in Toril, all of them situated on the Sword Coast. one of them is situated in the High Forest, another one is situated in Neverwinter wood, and the location of the rest of them is unknown. The only place where half-gnolls aren't killed on sight is Silverymoon, where half-gnolls have gained a little bit of respect because of the good deeds of the half-gnoll wizard Ivor, who defeated a powerful beholder. Half-gnolls despise Yeenoghu and sometimes will perform rituals that are supposed to weaken Yeenoghu (but the rituals don't actually work). On very rare occasions, a half-gnoll adventurer will join a group of other outcast adventurers, which is usually a half-gnoll's first true interaction with other intelligent non-half-gnoll creatures. Half-gnolls sometimes worship Ilmater, but they mostly aren't familiar with any other gods
Age. Half-gnolls mature at the age of 20 and don't get much older than 55.
Alignment. Half-gnolls tend to be chaotic, and are more often neutral than not.
Size. Half-gnolls are about the same size and weight as ordinary gnolls. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Gnoll.
Half Gnoll Traits
Half-Gnoll TraitsPredator
You are proficient in the stealth and perception skills and have advantage on tracking blood trails.
Battle Ready
You have proficiency in initiative.
Ability Score Increase
Your Strength score increases by 2, and your Dexterity score increases by 1.
Darkvision
Due to your Gnoll lineage 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 grey
Frightful Appearance.
You have proficiency and advantage on intimidation. If Intimidation is already taken, it is doubled.
Bite
You are proficient with your bite attack, which is a melee weapon that deals 1d8 piercing damage
Rampage
Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you can use a bonus action to move up to half your speed and make an bite attack.
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