Monster Codex | Rules | Gnolls | Example Gnolls | Gnoll Devotees | Chosen

Chosen

Super Race: gnoll cleric 11. Cr: 12. Xp: 19,200. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: gnoll.
Init: -1. Senses: darkvision 60 ft.; Perception +8. Ac: 22, touch 10, flat-footed 22 (+10 armor, +1 deflection, -1 Dex, +2 natural).
Hp: 95 (13d8+37).
Fortitude: +13. Reflex: +3. Will: +13. Dr: 10/adamantine (110 hp).
Speed: 20 ft.. Melee: +1 falchion +15/+10 (2d4+7/18-20), +1 spear +14/+9 (1d8+5/×3). Ranged: +1 spear +9 (1d8+5/×3). Special Attacks: channel negative energy 7/day (DC 17, 6d6), might of the gods (+11, 11 rounds/day), scythe of evil (5 rounds, 1/day). Strength: 18. Dexterity: 8. Constitution: 14. Intelligence: 8. Wisdom: 16. Charisma: 14.
Base Attack: +9. Cmb: +13. Cmd: 23.
Feats: Cleave, Combat Casting, Extra Channel, Iron Will, Power Attack, Selective Channeling, Weapon Focus (falchion).
Skills: Perception +8, Spellcraft +10.
Languages: Gnoll. Combat Gear: wand of cure moderate wounds (20 charges). Other Gear: +2 chainmail, +1 falchion, +1 spear, amulet of natural armor +1, cloak of resistance +1, headband of alluring charisma +2, ring of protection +1, silver holy symbol, granite and diamond dust (worth 750 gp), 448 gp.
domain spell-like abilities: (CL 11th; concentration +14)

6/day-strength surge (+5), touch of evil (5 rounds)

cleric spells prepared: (CL 11th; concentration +14)

6th-stoneskin D, summon monster VI

5th-breath of life, righteous might D, slay living (DC 18)

4th-confusion (DC 17), divine power, freedom of movement, unholy blight D (DC 17)

3rd-bestow curse (DC 16), blindness (DC 16), cure serious wounds, magic vestment D, vision of hell (DC 16), wind wall

2nd-aid, blinding ra y (DC 15), bull's strength D, death knell (DC 15), hold person (DC 15), sound burst (DC 15)

1st-cause fear (DC 14), enlarge person (DC 14), entropic shield, forbid action (DC 14), murderous command (DC 14), protection from good D

0 (at will)-bleed (DC 13), detect magic, read magic, stabilize

D domain spell; Domains Evil, Strength


Tactics

Before Combat The gnoll casts magic vestment on an ally's armor or shield and stoneskin on herself.

During Combat The gnoll provides more allies for her pack with summon monster VI, then uses her spells to empower her allies as they head into combat.

In many cases, these powerful clerics are alphas, though even when they're not, they still hold prominent positions, typically as second-in-command.

Gnoll clerics, who are almost always female, oversee gory rituals and sacrifices in the goddess's name. They believe unholy magic should not be wasted on everyday things, but that warfare is worthy of such blessings. Clerics attend the births of litters and other momentous events, as well as passing down stories to the young, though a cleric of high position might force lesser clerics to perform such duties.