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|This material is published under the OGL|
|Size/Type:||Medium Humanoid (Gnoll)|
|Hit Dice:||2d8+2 (11 hp)|
|Speed:||20 ft. (scale mail), base 30 ft.|
|AC:||17 (+1 natural, +4 scale, +2 large shield)|
|Attacks:||Battleaxe +3 melee; or shortbow +1 ranged|
|Damage:||Battleaxe 1d8+2; or shortbow 1d6|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Qualities:||Darkvision 60 ft.|
|Saves:||Fort +4, Ref +0, Will +0|
|Abilities:||Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8|
|Skills:||Listen +3, Spot +3|
|Climate/Terrain:||Temperate or warm land and underground|
|Organization:||Solitary, pair, gang (2-5), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 6-10 dire lions; underground lairs also have 1-3 trolls)|
|Alignment:||Usually chaotic evil|
|Advancement:||By character class|
CombatBecause of its armor and shield, a gnoll's Hide score is -6, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, heavy cover, or some other form of concealment).
A gnoll's favored class is ranger.
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