Homebrew Gnoll Species Details

        Gnolls are known for their savagery and are feared for their monstrous ways, However the ones who rebuke Yeenoghu and wish to strive for power in another way are far different than their evil brethren. These Gnolls are of a unique clan of their own, Star Climbers. This Clan are few in number and keep hidden so that they can live in peace to find a way to control their feral hearts. As a member of the Star Climbers You strive to break through the demonic influence of the Demon Prince of Slaughter and reach for the heavens in the attempt to find the true creator of your people and the three brothers who care for all existence . . . The Primordial Beasts.

The Primordial Beasts pantheon consist of four beings who are said to have spun the threads of the original chaos together in order to give form to existence itself at the base level. Legend goes that they were shaped by THE FIRST ONES. the Four beings are not often reached by conventional ways and are very rarely making contact to any creature of the material plane.

      ~Pantheon Members~

    Gorlik : God of the Hunt. many confuse his role as the god of death and life. His actual role is to act on the threats to the threads of existence. It is said that he was the first to suggest the weaving of existence from chaos. of the four he is the one who interacts with the mortal realms the most, even if seldom in number. It is written in ancient Gnoll fortresses that he was the true creator of their race made in his image, teaching them of the ways of hunting and honor before leaving them to their lives to live free. This was a mistake on his part as the Demon Prince of Slaughter Yeenoghu seized control and corrupted them in his absence as he hunts for greater threats to the cosmos.

    Khrolexi : Lord of Time and Space. It is said that his heart beats in perfect synchronicity with the flow of time and his breaths match the expansion of space . It is said he was the one that has shown the others how to give shape to existence. His form is that of a large fish and he continues to swim through the Astral Sea keeping all of time flowing as it should.

    The Destiny Weaver : The Lord of Fate and Chance. Not much is known of him nor has many tales been told as few have ever met him and those that have become his chosen. His form is of a Spider who is draped in fine silks and who, with Four large eyes that glow with the colors of the lights of a winters sky, can see in all four directions at once. It is said that when existence was made he was the one who spun the threads and showed the others how they could stay together through the addition of chance and fate. He always is busy threading and building to the web that holds and binds the worlds together with the aid of his chosen. The only thing that torments him is Lolth corrupting his children and changing their hearts and minds.

    The Reverse : Lord of Nothingness. Master of the Void and King of the Reverse world. it is said that he exists on the reverse side existence balancing all things out. it is said that once existence was made that he showed the others how to have it maintain a singular form and to stop it from regressing to the original chaos that ran rampant before. His form is that of a giant Octopus with his mouth ready to inhale those that cause harm to the existence of all things brought by Gorlik. He is the least seen by mortals, living in the reverse world. While considered more Vicious than the others he would not go against the rules the others and he placed for themselves.
                                        ~ALIGNMENT~
             Gorlik : N/C   Khrolexi : N/L    The Destiny Weaver : N       The Reverse : E/L

ABILITY SCORE INCREASE
Due to your heritage as a carrion feeder you receive a +2 to Constitution and have advantage to saving throws. Raw meat can be consumed without issue as if cooked. (however a will save will need to be made to avoid having a moment of feral instincts kicking in. also known as the "Feral Tick".
Due to the skills as a pack hunter you can choose to put a +2 to either Dexterity or Strength.

AGE
Gnolls reach maturity at a mere 5-10 years of age usually, but live far shorter lives giving their vicious nature. for them to live past 30 is a rare occurrence. they usually live to 50 if aligned with Yeenoghu, but for the ones Free of his control usually live a solid 120 years growing too old to fight and become elders and the teachers of the old ways of Gorlik. At the age of 180-200 their strength suddenly leaves them and they drift into the Final Sleep, becoming part of nature bringing growth of plant life and breathing energy to the land.

ALIGNMENT
The Gnolls free of Yennoghu favor true Neutrality, only offering help to others when it interests the clan or on a personal level-such as potentially facing a mighty opponent for example. those in large civilizations are Lawful as needed for trust with locals as well as other races tending to lean to evil or good depending on the way others treat them or how they feel accepted among other races. A Gnoll under strict supervision can feel his Fury rise and start pushing him to evil actions while those who are trusted enough to roam free through the cities may become good aligned, giving aid and helping the community with their strength and skills. No matter the alignment, Gnolls will never go against the laws of the Elders or kill another Gnoll of the Star Climbers. Gorliks Laws and teachings state, "Hunt as brothers and sisters and trust your pack. to spill the blood of your people is to break the strength of your own heart, and to spit in the face of the elders who taught you the way of being a true hunter of chaos."

SIZE
Gnolls tower over humans, few, if any, stand less than 6 feet tall and can grow as tall as 7 or 8 feet. Your size is Medium

SPEED
Your base movement speed is 30 feet.

FERAL TICK
A constitution save is made when ingesting raw meat or blood. Should you fail you must attack the nearest enemy in combat with claws, bite, or grapple regardless. Out of combat you begin to act like a wild creature and can make another save if someone uses animal handling skill or you take damage. You will treat allies as a neutral threat until you make a save or until the haze has passed.

SEPTIC BITE
Your fanged Maw is a natural weapon, which you can use as an unarmed strike. if you hit with it, you deal piercing damage instead of bludgeoning damage normal for unarmed strikes equal to 1d6 + your Strength Modifier, at level 5 going to 1d8, at level 10 going to 1d10. When you take the bite the target must make 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.
Poisoned: A poisoned creature has disadvantage on Attack rolls and Ability checks

SCAVENGER
as part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small to larger to create one of the following items: A shield, a club, a javelin, 1d4 darts or blowgun needles, an axe, sword, dagger, spear, glaive, or Halberd. To use this trait you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

MAD DASH
So long as your hands are empty (you may stow weapon for this or drop held items) you may drop to all fours and double your movement speed until you choose to stand up again. Outside of combat you may do so freely.

DARKVISION
Due to your Nocturnal hunter Ancestry, 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.

RAMPAGE
When you reduce a creature to 0 hit points with a melee attack on your turn, you may use a bonus action to move up to half your movement speed and make a bite attack.

KEEN SMELL
You have advantage on any wisdom (perception) or intelligence (investigation) checks that involve smell.

LAST FEAST
When in dire danger, your Gnoll instincts can save you from death. When your hit points reach 0 but are not killed outright, you can use a reaction to immediately make a SEPTIC BITE Attack on the nearest enemy. If you hit you gain temporary HP equal to the damage dealt.

PROFICIENCIES
Due to your size and appearance you have natural proficiency in the intimidation skill. Your heritage as a creature hailing from harsh landscapes affords you proficiency in the survival skill.

LANGUAGES
You can speak, read, and write common, Gnoll, and Abyssal.

CLAWS
Your claws are natural weapons, which can be used to make unarmed strikes. if you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

D6 QUIRKS/CHARACTER TRAITS

 1. I panic at the slightest bit of noise in quiet places, because I'm scared it is someone who wants to take my life.
2.  I always cover my face, even when I'm with people I trust.
3.  Hyenas Constantly follow me.
4.  In Battle, my rampage takes over at the smell of blood and i brutally murder my enemies, then devour my fill on the fallen foes.
5. I get along well with wolves, dogs, and other predators because they see me as family.
6. I sometimes have a hard time controlling my laughter.

Gnoll Traits

Septic Bite, Scavenger, Mad Dash, Darkvision, Rampage, Keen Smell, Predator Visage

Septic Bite

Your fanged Maw is a natural weapon, which you can use as an unarmed strike. if you hit with it, you deal piercing damage instead of bludgeoning damage normal for unarmed strikes equal to 1d10. When you make the bite the target must make 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.
Poisoned: A poisoned creature has disadvantage on Attack rolls and Ability check

Scavenger

As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: A shield, a club, a javelin, 1d4 darts or blowgun needles, an axe, sword, or Halberd. To use this trait you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Mad Dash

So long as your hands are empty (you may stow weapon for this or drop held items) you may drop to all fours and double your movement speed until you choose to stand up again.

Darkvision

Due to your Nocturnal hunter Ancestry, 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.

Rampage

When you reduce a creature to 0 hitpoints with a melee attack on your turn, you may use a bonus action to move up to half your movement speed and make a bite attack.

Keen Smell

You have advantage on any wisdom (perception) or intelligence (investigation) checks that involve smell.

Last Feast

When in dire danger, your Gnoll instincts can save you from death. When your hit points reach 0 but are not killed outright, you can use a reaction to immediately make a SEPTIC BITE Attack on the nearest enemy. If you hit you gain temporary HP equal to the damage dealt.

Predatory Heart

Due to your size and appearance you have natural proficiency in the intimidation skill. Your heritage as a creature hailing from harsh landscapes affords you proficiency in the survival skill.

Claws

Your claws are natural weapons, which can be used to make unarmed strikes. if you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Language of the Beast

In addition to Common, you can speak, read, and write Gnoll, and Abyssal.

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