Armor Class: |
15 (13) |
Hit Dice: |
2 |
No. of Attacks: |
1 weapon |
Damage: |
2d4 or by weapon +1 |
Movement: |
30' Unarmored 40' |
No. Appearing: |
1d6, Wild 3d6, Lair 3d6 |
Save As: |
Fighter: 2 |
Morale: |
8 |
Treasure Type: |
Q, S each; D, K in lair |
XP: |
75 |
Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. An adult male gnoll is about 7½ feet tall and weighs 300 pounds.
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.