Homebrew Gnoll Species Details

A PRIMAL PATH

Gnolls are violent, primal savages. Raised under a pretense of violence where only the strong survive, gnolls display many qualities not unlike orcs, with their craving of blood, ideals of strength and power, and overbearingly evil nature. To make matters worse, gnolls harbor an intense desire for hunting and behaving in a primal, animalistic way. They derive pleasure from overpowering weaker creatures and raze entire towns and villages simply for their own enjoyment. Each gnoll desires to be stronger than its comrades, which causes consistent violence and quarreling among their tribes. Truth be told, most packs of gnolls aren't working together--they all just want to kill the same thing. 

CARRION AND COLLECTION

Each and every gnoll wants to be the leader, to conquer over other gnolls and have them cower before its strength. Thus, many gnolls collect trophies from their fallen enemies, be it armor scraps, weapons, tools, clothing, bones, skin, quite literally anything. They prize these possessions and display them for all to marvel upon, with the most powerful gnolls weighed down by their collection of trophies they have taken from countless bodies. The stronger the gnoll, the more trophies he has to brag about. Not only do they collect, they also feed upon their foes. Gnolls have little fear of disease or decay, and thus often eat carrion that they themselves procured. They seem to have few, if any, qualms about eating the dead of other races, and cannibalism, while less encouraged, is certainly not out of the question. This only adds to their ravenous, hyena-like nature.

NOTHING MORE THAN DEMONS

On many occasions, gnolls have been described as "demonic" in nature. While they may seem like simple raiders and animals, this description hold a very true element to it. Each gnoll aspires to be seen as "worthy" in the eyes of their demon lord, Yeenoghu. Some gnolls participate in the worship of this lord, and those who prove themselves in combat are chosen to be given a small slice of Yeenoghu's personal power. These gnolls are stronger, smarter, and often lead huge excursions of gnoll packs that tear down cities and make their way into storybooks. Even so, every gnoll has a demonic glint in its eye, betraying the true animalistic nature of each creature regardless of what some may think.

GNOLL NAMES

Gnolls don't often concern themselves with complicated names; usually, one simple word will do. Most gnoll names sound a lot like growls or barks to other races, since they're never particularly complicated. As well, gnolls don't distinguish gender very much either. In fact, it's almost impossible to tell a male from a female without close inspection, and most gnolls care little for that. Some gnolls add a last name for themselves, describing their tendencies or warlike nature. 

Gnoll names: Arruk, Byok, Derriak, Dok, Ferrou, Grac, Hezrou, Jok, Kerrek, Krrgan, Puroi, Seth, Semdith, Thurrg, Velcop, Zetar

Gnoll Traits

Many gnolls, while variable in size, share similar physical characteristics. They care little for their physical appearance, unless it has to do with battle scars, in which case they want more of them.

Ability Score Increase.

Your Strength score increases by 2, and your Dexterity score increases by 1. Your Intelligence score decreases by 2.

Age.

Gnolls mature somewhat faster than humans, growing in full size and strength by around 10. While it's possible for them to reach their 60's, due to their violent lifestyle many die before 30.

Alignment.

Gnolls are always chaotic, due to their primal tendencies. It's possible for some gnolls to be good, depending on their upbringing and lifestyle, but in general gnolls are evil. They always have an evil side to them, which is usually uncontrollable for the majority of the gnoll population.

Size.

Gnolls are surprisingly tall, often reaching 7 feet in height or more. Their builds are generally lean and muscular, averaging 220-300 pounds relative to their height.

Speed.

Your base walking speed is 30 feet.

Darkvision

Your eyes have adapted to hunting in the night. You can see in dim light as though it were bright light, and darkness as though it were dim light, out to 60 feet. You can't discern colors in this darkness, only shades of gray.

Bite.

Your fangs are wicked sharp, designed for tearing into meat with ferocity. You can bite as an unarmed strike, dealing 1d4 + your Strength modifier in piercing damage on a hit.

Rampage.

You live for the thrill of the battle, throwing yourself into a frenzy of bloodlust and terror with every life you take. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a Bite attack. You can use this feature a number of times per day equal to your Strength modifier, and regain all uses when you finish a long rest. 

Imposing Presence.

With your dizzying height and dripping, wild fangs, many commonfolk fear the sight of a gnoll. You have proficiency in the Intimidation skill.

Languages.

You can speak, read, and write Common and Gnoll. Gnoll is a harsh language, communicated with simple growls, barks and yells. It doesn't have a written script. 

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