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

Gnoll Clerics

Super Race: gnoll cleric 4. Cr: 5. Xp: 1,600. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: gnoll.
Init: +1. Senses: darkvision 60 ft.; Perception +3. Ac: 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 natural).
Hp: 31 (6d8+4).
Fortitude: +7. Reflex: +2. Will: +7.
Speed: 20 ft.. Melee: mwk falchion +8 (2d4+4/18-20). Ranged: javelin +5 (1d6+3). Special Attacks: channel negative energy 6/day (DC 15, 2d6). Strength: 17. Dexterity: 12. Constitution: 10. Intelligence: 8. Wisdom: 16. Charisma: 12.
Base Attack: +4. Cmb: +7. Cmd: 18.
Feats: Combat Casting, Extra Channel, Improved Channel.
Skills: Spellcraft +8.
Languages: Gnoll. Combat Gear: potion of cure light wounds, wand of cure light wounds (50 charges), alchemist's fire (2). Other Gear: mwk scale mail, javelins (2), mwk falchion, amulet of natural armor +1, 33 gp.
domain spell-like abilities: (CL 4th; concentration +7)

6/day-copycat (4 rounds), strength surge (+2)

cleric spells prepared: (CL 4th; concentration +7)

2nd-death knell (DC 15), dread bolt (DC 15), hold person (DC 15), invisibility D

1st-bane (DC 14), doom (DC 14), enlarge person D (DC 14), entropic shield, ray of sickening (DC 14)

0 (at will)-bleed (DC 13), guidance, resistance, stabilize

D domain spell; Domains Strength, Trickery