This One's For [livejournal.com profile] sirfox...

Sep. 3rd, 2008 01:09 pm
the_gneech: (Boromir battle)
[personal profile] the_gneech

Gnoll (CL 1 / 240 XP)


Yip, yip, yip!

Medium Humanoid (gnoll) 2
Sanity Loss 0/1d4
Init +1; Senses Perception +6, Darkvision
DR slashing 2 (leather armor); Resistance Spells +1


Defenses Ref 17 (flat-footed 12), Fort 11, Will 10
hp 11; Threshold 11
Speed 6 squares
Melee +3 battleaxe (2d8+3, Crit +1 die)
Ranged +1 shortbow (2d6+1, Crit +1 die)
Fighting Space 1 square x 1 square; Reach 1 square
Base Atk +1; Grp +3


Abilities Str 15/+2, Dex 10/+0, Con 13/+1, Int 8/-1, Wis 11/+0, Cha 8/-1
Feats Armor Proficiency (Light), Shield Proficiency, Weapon Proficiency (Martial Weapons, Natural Weapons)
Skills Perception +6
Possessions battleaxe, shortbow and 20 arrows, leather armor, large shield


Natural Armor A gnoll’s heavy hide gives it +1 natural armor.
Warrior Training Gnolls get Armor Proficiency (Light) and Weapon Proficiency (Martial Weapons) as bonus feats.

Gnoll PCs


Ability Scores Str +4, Con +2, Int -2, Cha -2
Special Abilities
Gnolls gain Darkvision.
Gnolls gain +1 natural armor (which does not stack with worn armor) at 1st level.
Favored Class Ranger (scout)
Other Gnoll PCs do not gain a feat at 1st level (other than class starting feats).

Gnoll, Chosen of Yeenoghu (CL 3 / 1,840 XP)


This is a priest in service of Yeenoghu, the demon commonly worshipped by gnolls.

Medium Humanoid (gnoll) 5
Sanity Loss 0/1d6
Init +2; Senses Perception +8, Darkvision
DR slashing/bludgeoning 5 (breastplate); Resistance Spells +2


Defenses Ref 19 (flat-footed 19), Fort 12, Will 11
hp 32; Threshold 12
Speed 4 squares (-2 breastplate)
Melee +5 flail (2d8+4)
Fighting Space 1 square x 1 square; Reach 1 square
Base Atk +3; Grp +5


Abilities Str 15/+2, Dex 10/+0, Con 14/+2, Int 12/+1, Wis 12/+1, Cha 14/+2
Feats Armor Proficiency (Light, Medium), Shield Proficiency, Weapon Proficiency (Martial Weapons, Natural Weapons)
Skills Knowledge (Religion) +8, Perception +8, Spellcraft +8
Possessions flail, breastplate, large shield, holy symbol of Yeenoghu


Demonic Fervor Once per encounter, the Chosen of Yeenoghu may inspire a demonic fervor in its allies, giving them +2 to Str checks, Str-based skill checks, attacks, and damage. This condition only lasts while the Chosen is conscious and within line of sight.
Healing Burst By sacrificing 1d4 of its own hitpoints, the Chosen of Yeenoghu may restore 1d8+5 hit points to all of its allies within 6 squares as a standard action. This may be done without sacrificing hitpoints for the duration of the Chosen’s “Loyal Beyond Death” ability.
Loyal Beyond Death Once per encounter, when a Chosen of Yeenoghu is slain, it will rise to continue the battle as an undead creature for 1d6+1 rounds. It is effectively a 5th level undead creature and can be turned/rebuked or subject to necromancy as such. In games that track SAN (only), seeing this horrific event costs 1/1d6 SAN. In this state, the Chosen does not lose hit points (already being at 0 hp), but any attack that overcomes its damage threshold will slay it again permanently. At the end of the 1d6+1 rounds, the Chosen of Yeenoghu dies permanently.
Natural Armor A gnoll’s heavy hide gives it +1 natural armor.
Smite Enemies Once per encounter, the Chosen of Yeenoghu may add +5 to all its attacks and damage with its flail for 1 round.
Summon Ghoul Yeenoghu, besides being a demon of savage butchery, is also the Lord of Ghouls. Once per encounter, the Chosen of Yeenoghu may make a Spellcraft check to summon a ghoul which will serve the Chosen loyally for the duration of the encounter. If the Chosen succeeds its Spellcraft check by 5+, two ghouls are summoned.
Warrior Training Gnolls get Armor Proficiency (Light) and Weapon Proficiency (Martial Weapons) as bonus feats.

Gnoll, Flail Master (CL 3 / 1,840 XP)


The weapon of status among gnolls is the dire flail, which they sometimes refer to as a “flindbar.” Those who are skilled in its use have prestige and respect among their ranks.

Medium Humanoid (gnoll) 4
Sanity Loss 0/1d4
Init +8; Senses Perception +7, Darkvision
DR slashing 4 (chain shirt); Resistance Spells +2


Defenses Ref 17 (flat-footed 16), Fort 12, Will 10
hp 26; Threshold 12
Speed 6 squares
Melee +6 dire flail (2d8+7) or
Melee +1/+1 dire flail (2d8+7/2d8+3)
Ranged +4 shortbow (2d6+2, Crit +1 die)
Fighting Space 1 square x 1 square; Reach 1 square
Base Atk +3; Grp +6


Abilities Str 16/+3, Dex 12/+1, Con 14/+2, Int 10/+0, Wis 11/+0, Cha 10/+0
Feats Armor Proficiency (Light), Dual Weapon Mastery I, Exotic Weapon Proficiency (dire flail), Weapon Proficiency (Martial Weapons, Natural Weapons)
Skills Initiative +8, Perception +7
Possessions dire flail, shortbow and 20 arrows, chain shirt


Natural Armor A gnoll’s heavy hide gives it +1 natural armor.
Warrior Training Gnolls get Armor Proficiency (Light) and Weapon Proficiency (Martial Weapons) as bonus feats.


In case anybody's nuts enough to have been paying attention to the minutiae of these posts, you may notice that weapons, armor, and a few other things have been drifting around. This is because as I've gotten further into the project, I've found better ways to handle certain things, as well as problems with some of my initial work. This game design stuff is hard!

-The Gneech

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