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Gnoll

Core • core
Gnolls are large fur-covered humanoids, averaging 7½ feet in height and weighing about 300 pounds. They are best recognized by their heads, which resemble those of hyenas (or perhaps wolves) but with shorter muzzles than either. Gnolls are nocturnal and have Darkvision with a 30' range. They are cruel carnivores, preferring intelligent creatures for food because they scream more. They show little discipline when fighting unless they have a strong leader. One out of every six gnolls will be a hardened warrior of 4 Hit Dice (240 XP) having a +1 bonus to damage due to strength. Gnolls gain a +1 bonus to their morale if they are led by such a warrior. In lairs of 12 or greater, there will be a pack leader of 6 Hit Dice (500 XP) having a +2 bonus to damage. In the lair, gnolls never fail a morale check as long as the pack leader is alive. In addition, a lair has a chance equal to 1-2 on 1d6 of a shaman being present, and 1 on 1d6 of a witch or warlock. A shaman is equivalent to a hardened warrior statistically, and in addition has Clerical abilities at level 1d4+1. A witch or warlock is equivalent to a regular gnoll, and has Magic-User abilities of level 1d4.
Armor Class
15 (13)
Hit Dice
2
Attack Bonus
—
Move
30' Unarmored 40'
Attacks
1 weapon
Damage
2d4 or by weapon +1
No. Appearing
1d6, Wild 3d6, Lair 3d6
Save As
Fighter: 2
Morale
8
Treasure Type
Q, S each; D, K in lair
XP
75
Roll attacks — tap to roll
weaponby +1
Treasure Q, S each; D, K in lair — roll the haul
Type Q + S — carried (each)
Type D + K — lair
Source: Core • Extracted from your PDFs, no hallucination.