AC 14 (hide armor)
HP 22 (5d8; bloodied 11)
Speed 30 ft.
Proficiency +2; Maneuver DC 12
Senses darkvision 60 ft., passive Perception 9
Pack Tactics. The gnoll has on against a creature if at least one of the gnoll’s allies is within 5 feet of the creature and not .
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Rampaging Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Gnolls attack fearlessly, preferring to target creatures. If no such target is present, they attack whichever enemy is nearest.
Legends and Lore
With a Nature or Religion check, characters can learn the following:
DC 10 Gnolls are hyena-like humanoids that raid border settlements and slaughter the inhabitants.
DC 15 Gnoll warriors worship demons and sometimes allow themselves to become possessed in battle.
Gnolls are hyena-headed, demon-worshiping humanoids whose chilling laughter terrifies the quarry of their bloody hunts. They roam the borderlands and raid humanoid settlements, killing and eating their victims and pillaging weapons and treasure. Gnolls prefer to hunt at night, trusting the darkness and their echoing barks and laughter to disorient and terrify their prey.
Demonbound Raiders. Gnolls worship the demon lord that they believe created them from hyenas. Every adult member of a gnoll pack has undergone a horrific initiation rite binding them to this demon. In battle, they invite the demon to drive them into a destructive frenzy.
Gnolls make no alliances, and in the bloodlust of battle they sometimes turn on even other members of their tribe. The only creatures gnolls don’t attack are the hyenas that follow their packs, feeding on the carrion that gnolls leave behind.
Gnolls who aren’t initiated into their demonic cult can be peaceful, and some gnoll warriors manage to turn their back on their pack and live among other creatures, conquering but never truly escaping their fiendish bloodlust.
1 Scouting for a larger group
2 Feasting on a corpse
3 Wounded and insane; can’t stop laughing and attacks on sight
4 Looking for a surrogate pack; will be submissive to an armed group and acts violently towards all others
1 Performing a gruesome sacrifice to the demon lord that first transformed them from hyenas
2 On a surprise raid against an undefended village, seeking plunder and slaughter
3 Fighting among themselves
4 Taking grisly trophies such as ears and teeth from the corpses of villagers
5 Giggling as they hunt a human or other humanoid
6 Feasting on corpses, drunk with bloodshed
1 A burned-out village scattered with gnawed corpses
2 Armored warriors seeking revenge against a gnoll band
3 Gnoll tracks
4 Hyenas following you from afar
5 Distant high-pitched laughter
6 A corpse, its belly ripped open, surrounded by bloody tracks
Gnolls rampage in wild lands within raiding distance of other tribes and villages.
CR 0–2 1 or 2
Treasure 10 gp, 80 sp, signet ring (25 gp)
CR 3–4 3 to 5 , or 3 to 4 with 1d6
Treasure 50 gp, bulky crate of 20 longswords (15 gp each), moonstone carved with an Abyssal rune (75 gp), 2
CR 5–10 1d8 + 7 , or 1d4 + 2 riding , or with 1d6 + 6 , or with 1d4
Treasure 12 pieces of miscellaneous jewelry (75 gp each), 2 ,
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.