Monster Codex | Rules | Gnolls | Example Gnolls

Example Gnolls

Gnoll Barbarians

Gnoll barbarians feed off one another's rage, and use pack tactics to savage their enemies.

Gnoll Rageborn

Super Race: gnoll barbarian (pack rager) 2. Cr: 3. Xp: 800. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: gnoll.
Init: +1. Senses: darkvision 60 ft.; Perception +6. Ac: 16, touch 9, flat-footed 15 (+6 armor, +1 Dex, +1 natural, -2 rage).
Hp: 49 (4 HD; 2d8+2d12+22).
Fortitude: +11. Reflex: +1. Will: +3. Defensive Abilities: uncanny dodge.
Speed: 30 ft.. Melee: mwk greataxe +10 (1d12+9/×3), bite +4 (1d6+3) or bite +9 (1d6+9). Ranged: mwk javelin +5 (1d6+6). Special Attacks: rage (9 rounds/day). Strength: 23. Dexterity: 13. Constitution: 20. Intelligence: 8. Wisdom: 12. Charisma: 6.
Base Attack: +3. Cmb: +9. Cmd: 18.
Feats: Coordinated Reposition*, Snapping Jaws*, Step Up.
Skills: Acrobatics +3, Climb +8, Perception +6, Survival +6.
Languages: Gnoll. Special Qualities: fast movement. Combat Gear: potion of cure moderate wounds, alchemist's fire (3). Other Gear: mwk breastplate, mwk greataxe, mwk javelins (2), 18 gp.

Tactics

Base Statistics When he's not raging, the barbarian's statistics are

AC 18, touch 11, flat-footed 17

hp 41

Fort +9

Will +1

Melee mwk greataxe +8 (1d12+6/×3), bite +7 (1d6+6)

Str 19

Con 16

CMB +7

CMD 18

Skills Climb +6.

Gnoll Packlord

Super Race: gnoll barbarian (pack rager) 8. Cr: 9. Xp: 6,400. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: gnoll.
Init: +1. Senses: darkvision 60 ft.; Perception +10. Ac: 18, touch 9, flat-footed 17 (+7 armor, +1 Dex, +2 natural, -2 rage).
Hp: 124 (10 HD; 2d8+8d12+58).
Fortitude: +16. Reflex: +5. Will: +7. Defensive Abilities: improved uncanny dodge, trap sense +2. Dr: 1/&mdash.
Speed: 30 ft.. Melee: +1 falchion +17/+12 (2d4+11/18-20), bite +11 (1d6+3) or bite +16 (1d6+10). Ranged: mwk javelin +11/+6 (1d6+7). Special Attacks: rage (21 rounds/day), rage powers (quick reflexes, swift foot +5 feet), raging tactician* (30 ft.). Strength: 24. Dexterity: 13. Constitution: 21. Intelligence: 8. Wisdom: 12. Charisma: 6.
Base Attack: +9. Cmb: +16. Cmd: 25.
Feats: Cleave, Disarm Partner*, Improved Disarm Partner*, Power Attack, Snapping Flank*, Snapping Jaws*, Step Up.
Skills: Acrobatics +11, Perception +10, Survival +14.
Languages: Gnoll. Special Qualities: fast movement. Combat Gear: alchemist's fire. Other Gear: +1 breastplate, +1 falchion, mwk javelin, amulet of natural armor +1, cloak of resistance +2, 4 gp.

Tactics

Base Statistics When she's not raging, the barbarian's statistics are

AC 20, touch 11, flat-footed 19

hp 104

Fort +14

Will +5

Melee +1 falchion +15/+10 (2d4+8/18–20)

Ranged mwk javelin +11/+6 (1d6+5)

Str 20

Con 17

CMB +14

CMD 25.

Gnoll Skirmishers

Employing a mix of cunning and brute force, skirmishers thrive in a pack hierarchy.

Gnoll Bruiser

Super Race: gnoll fighter 1/rogue 1. Cr: 3. Xp: 800. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: gnoll.
Init: +2. Senses: darkvision 60 ft.; Perception +5. Ac: 14, touch 13, flat-footed 11 (+2 Dex, +1 dodge, +1 natural).
Hp: 27 (4 HD; 3d8+1d10+9).
Fortitude: +7. Reflex: +4. Will: +1.
Speed: 30 ft.. Melee: greatclub +6 (1d10+6). Ranged: javelin +4 (1d6+4). Special Attacks: sneak attack +1d6. Strength: 19. Dexterity: 14. Constitution: 15. Intelligence: 6. Wisdom: 12. Charisma: 8.
Base Attack: +2. Cmb: +6. Cmd: 19.
Feats: Dodge, Mobility, Power Attack.
Skills: Acrobatics +9, Perception +5, Survival +8.
Languages: Gnoll. Special Qualities: trapfinding +1. Combat Gear: potions of cure light wounds (2), alchemist's fire (2), tanglefoot bags (2). Other Gear: greatclub, javelins (5), daredevil boots.

Tactics

During Combat A bruiser flanks with its packmates whenever possible, and takes time to reposition if separated from allies.

These massive gnolls pound enemies into submission.

Gnoll Warden

Super Race: gnoll ranger (skirmisher) 9. Cr: 10. Xp: 9,600. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: gnoll.
Init: +3. Senses: darkvision 60 ft.; Perception +15. Ac: 22, touch 14, flat-footed 18 (+6 armor, +3 Dex, +1 dodge, +2 natural).
Hp: 89 (11 HD; 2d8+9d10+31).
Fortitude: +13. Reflex: +11. Will: +6. Defensive Abilities: evasion.
Speed: 20 ft.. Melee: +1 scimitar +15/+10 (1d6+5/18-20). Ranged: +1 composite longbow +15/+10 (1d8+5/×3). Special Attacks: combat style (archery), favored enemy (dwarves +2, humans +4), hunter's tricks 5/day (aiding attack, hateful attack, trick shot). Strength: 18. Dexterity: 17. Constitution: 15. Intelligence: 10. Wisdom: 13. Charisma: 6.
Base Attack: +10. Cmb: +14. Cmd: 28.
Feats: Dodge, Endurance, Manyshot, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Weapon Focus (longbow).
Skills: Acrobatics +11 (+7 when jumping), Climb +15, Heal +7, Perception +15, Stealth +14, Survival +15.
Languages: Gnoll. Special Qualities: favored terrain (desert +4, jungle +2), hunter's bond (companions), swift tracker, track +4, wild empathy +7, woodland stride. Combat Gear: potion of invisibility, alchemist's fire (2). Other Gear: +1 scale mail, +1 composite longbow (+4 Str) with 20 arrows, +1 scimitar, amulet of natural armor +1, cloak of resistance +2, 94 gp.

The warden often serves as a gnoll pack's forward scout, tracking prey and wearing it down with pursuit before her packmates swoop in to attack.

Gnoll War Leaders

The alpha of a pack assigns leadership roles as she sees fit.

Gnoll Sergeant

Super Race: gnoll ranger 3. Cr: 4. Xp: 1,200. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: gnoll.
Init: +2. Senses: darkvision 60 ft.; Perception +9. Ac: 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural).
Hp: 38 (5 HD; 2d8+3d10+13).
Fortitude: +9. Reflex: +6. Will: +3.
Speed: 30 ft.. Melee: spear +8 (1d8+6/×3). Ranged: mwk composite longbow +8 (1d8+4/×3). Special Attacks: combat style (archery), favored enemy (humans +2). Strength: 18. Dexterity: 15. Constitution: 15. Intelligence: 8. Wisdom: 12. Charisma: 6.
Base Attack: +4. Cmb: +8. Cmd: 20.
Feats: Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow).
Skills: Climb +11, Knowledge (nature) +4, Perception +9, Survival +9.
Languages: Gnoll. Special Qualities: favored terrain (desert +2), track +1, wild empathy +1. Combat Gear: potion of cure moderate wounds, tanglefoot bag. Other Gear: mwk chain shirt, mwk composite longbow (+4 Str) with 20 arrows, spear, c l oak of resistance +1.

The lowest of gnoll war leaders, sergeants are always eager to prove their mettle in order to move up in the dominance hierarchy of the pack.

Gnoll Lieutenant

Super Race: gnoll fighter 5. Cr: 6. Xp: 2,400. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: gnoll.
Init: +1. Senses: darkvision 60 ft.; Perception +0. Ac: 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +1 natural, +1 shield).
Hp: 55 (7 HD; 2d8+5d10+19).
Fortitude: +10. Reflex: +3. Will: +2 (+1 vs. fear). Defensive Abilities: bravery +1.
Speed: 20 ft.. Melee: +1 scorpion whip +14/+9 (1d4 +9). Ranged: mwk javelin +8/+3 (1d6+5). Special Attacks: weapon training (flails +1). Strength: 20. Dexterity: 12. Constitution: 15. Intelligence: 6. Wisdom: 10. Charisma: 12.
Base Attack: +6. Cmb: +11. Cmd: 22.
Feats: Dazzling Display, Exotic Weapon Proficiency (whip), Improved Whip Mastery, Intimidating Prowess, Power Attack, Weapon Focus (whip), Whip Mastery.
Skills: Intimidate +16.
Languages: Gnoll. Special Qualities: armor training 1. Combat Gear: potions of cure light wounds (2), potion of cure moderate wounds, alchemist's fire (3), thunderstones (2). Other Gear: mwk splint mail, mwk light steel shield, +1 scorpion whip, mwk javelin, cloak of resistance +1, 15 gp.

Tactics

During Combat The gnoll lieutenant demoralizes foes and lashes out with his scorpion whip from a distance.

Gnoll lieutenants use intimidation and the crack of their scorpion whips to push lesser members of the pack into battle and to demoralize their enemies.

Gnoll Devotees

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


Gnoll Ravager

Super Race: gnoll antipaladin 10. Cr: 11. Xp: 12,800. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: gnoll.
Init: +0. Senses: darkvision 60 ft.; Perception +1. Aura: cowardice (10 ft.), despair (10 ft.). Ac: 21, touch 10, flat-footed 21 (+10 armor, +1 natural).
Hp: 122 (12 HD; 2d8+10d10+46).
Fortitude: +16. Reflex: +5. Will: +12. Immune: disease.
Speed: 20 ft.. Melee: +1 human-bane falchion +19/+14/+9 (2d4+10/15-20). Special Attacks: channel negative energy (DC 16, 5d6), smite good 4/day (+1 attack and AC, +10 damage). Strength: 23. Dexterity: 10. Constitution: 18. Intelligence: 6. Wisdom: 12. Charisma: 13.
Base Attack: +11. Cmb: +17. Cmd: 27.
Feats: Cleave, Great Cleave, Improved Critical (falchion), Iron Will, Power Attack, Weapon Focus (falchion).
Skills: Intimidate +16.
Languages: Gnoll. Special Qualities: cruelties (fatigued, nauseated, staggered), fiendish boon (weapon +2, 2/day), touch of corruption (6/day, 5d6). Combat Gear: potion of cure moderate wounds. Other Gear: +1 full plate, +1 human-bane falchion, belt of mighty constitution +2, cloak of resistance +1, 125 gp.
antipaladin spells prepared: (CL 7th; concentration +8)

2nd-bull's strength

1st-doom (DC 12), litany of sloth, protection from good

antipaladin spell-like abilities: (CL 10th; concentration +11)

At will-detect good


Tactics

Before Combat The ravager casts bull's strength on himself.

Base Statistics Without bull's strength, the ravager's base statistics are

Melee +1 human-bane falchion +17/+12/+7 (2d4+7/15–20)

Str 19

CMB +15

CMD 25.

Gnoll clerics, devoted to the goddess of monsters, serve the pack by culling the weak and enforcing pack hierarchy.

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.

Gnoll Bouda

Within gnoll society, a bouda is a source of power and mystery. Though she serves as the pack's advisor, a bouda often prepares her magic in secret.

Gnoll Bouda

Cr: 13. Xp: 25,600. Alignment: Gnoll. Creature Type: Witch. Creature Subtype: bouda 12 Pathfinder RPG Advanced Player's Guide 65, see page 92CE Medium humanoid gnoll.
Init: +5. Senses: all-around vision, darkvision 60 ft.; Perception +16. Ac: 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 natural).
Hp: 105 (14 HD; 2d8+12d6+54).
Fortitude: +11. Reflex: +9. Will: +14.
Speed: 30 ft.. Melee: +2 dagger +10/+5 (1d4+3/19-20). Special Attacks: hexes (blight [120 feet], bouda's eye, disguise [12 hours], evil eye [-4, 7 rounds], hag's eye [12 minutes/day], retribution [4 rounds]). Strength: 12. Dexterity: 12. Constitution: 15. Intelligence: 18. Wisdom: 14. Charisma: 8.
Base Attack: +7; CMB +8; CMD 20.
Feats: Combat Casting, Improved Initiative, Improved Natural Armor, Iron Will, Lightning Reflexes, Spell Focus (enchantment), Toughness.
Skills: Heal +12, Intimidate +16, Knowledge (arcana) +21, Perception +16, Sense Motive +16, Spellcraft +21, Survival +12.
Languages: Abyssal, Common, Giant, Gnoll, Orc. Special Qualities: fetish, hyena shape. Combat Gear: potions of cure moderate wounds (2), scrolls of black tentacles (2), wand of lightning bolt (20 charges). Other Gear: +2 dagger, amulet of natural armor +1, cloak of resistance +2, headband of vast intelligence +2, ring of protection +1, 198 gp.
witch spells prepared: (CL 12th; concentration +16)

6th-mass suggestion (DC 21), slay living (DC 20)

5th-baleful polymorph (DC 19), cloudkill (DC 19), waves of fatigue

4th-cape of wasps, crushing despair (DC 19), cure serious wounds, dimension door

3rd-bestow curse (DC 17), countless eye s, dispel magic, stinking cloud (DC 17), vampiric touch

2nd-blindness/deafness (DC 16), burning gaz e (DC 16), glitterdust (DC 16), see invisibility, touch of idiocy

1st-beguiling gif t (DC 16), bungle (DC 16), burning hands (DC 15), mage armor, ray of enfeeblement (DC 15)

0 (at will)-bleed (DC 14), detect magic, putrefy food and drin k, touch of fatigue (DC 14)

Patron trickery


Tactics

Before Combat The gnoll casts countless eyes and mage armor on herself.

During Combat The bouda's favorite tactic is to use a spell such as cloudkill or waves of fatigue against multiple enemies to soften them up before her packmates attack. She then singles out enemies for slay living or baleful polymorph .

Base Statistics Without countless eyes and mage armor, the gnoll's statistics are

Senses no all-around vision

AC 15, touch 12, flat-footed 14.

Though she sees after the pack, a bouda is an unknowable and cryptic being even to gnolls who grew up with her, for arcane magic remains largely a mystery to gnolls, and most avoid it. Because a bouda's expertise seems so alien and odd, a witch must prove her toughness before she is accepted as a revered bouda.

Flind

This powerfully built, hyena-like humanoid is larger than the average gnoll and has a cunning, cruel gaze.

Flind

Cr: 3. Xp: 800. Alignment: NE. Size: Medium. Creature Type: Humanoid. Creature Subtype: gnoll.
Init: +6. Senses: darkvision 60 ft.; Perception +6. Ac: 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 natural).
Hp: 30 (4d8+12).
Fortitude: +7. Reflex: +3. Will: +3.
Speed: 30 ft.. Melee: flindbar +6 (1d8+6/×2 plus disarm, trip). Ranged: composite longbow +5 (1d8+4/×3). Strength: 18. Dexterity: 15. Constitution: 16. Intelligence: 12. Wisdom: 15. Charisma: 13.
Base Attack: +3. Cmb: +7. Cmd: 19.
Feats: Improved Initiative, Power Attack.
Skills: Handle Animal +8, Intimidate +5, Perception +6.
Languages: Common, Gnoll. Special Qualities: weapon familiarity.
Environment: warm plains or deserts. Organization: solitary, pair, hunting party (1 flind, 1-4 gnolls and 1-2 hyenas), band (10-100 gnolls [30% flinds and 50% noncombatant children], 1 sergeant of 3rd level per 20 adults, 1 leader of 4th-6th level, and 5-8 hyenas), or tribe (20-200 gnolls [30% flinds and 50% noncombatant children] plus 1 sergeant of 3rd level per 20 gnolls, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 7-12 hyenas, and 4-7 hyaenodons). Treasure: standard (studded leather, composite longbow [Str +4] with 20 arrows, flindbar*, other treasure).

Special Abilities

Weapon Familiarity

: Flinds are always proficient with flindbars.

Flinds are slightly larger, more intelligent, and of a stockier build than gnolls, and it's a common misconception that flinds are an entirely separate race. Though interbreeding may one day make them so, flinds are actually the product of controlled breeding practices by the dominant females of gnoll packs.

The slyest and largest female gnolls sanctified by the chosen are paired with the most savage males, and a little more than half the time, the resulting litter includes at least one flind. The flind pup is often female. A breeding female flind produces only flinds, though flinds' litters tend to be smaller than those of normal gnolls. Male flinds who breed with female gnolls produce a litter with a flind about three quarters of the time.

More capable of focus, cunning, and planning than gnolls, flinds are typically found in leadership roles within gnoll bands and tribes, and frequently lead hunting parties. Like gnolls, flinds use ambush tactics and often make slaves of surviving foes, yet a flind is more likely to go on the offensive when the odds are closer to even. Flinds still prefer the advantage of attacking in numbers—they just don't need the advantage to be overwhelming. In addition to using intimidation against enemies, flinds embrace flanking tactics and specialized uses of their unusual weapon, the flindbar.

Flinds assign gnolls lower in the pack hierarchy the task of crafting flindbars. Flinds are very particular about these weapons, and a gnoll who fails to properly weight and polish a flindbar can expect a savage mauling from the flind who demanded the weapon.

A flind is roughly 7 feet tall and weighs between 280 and 315 pounds. Flinds have brindled or spotted fur, and are primarily russet in color with patches of black.