Albino Gnoll (5e Race)
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Weak. Worthless. Not worth the scraps or effort to keep it alive. --- Pack Leader Dur'Gesh
Weak. Worthless. Too stupid to think the pale runt was beneath you. Not worth the scraps or effort to let you lead my pack. --- Grozz'Ka the White, new Leader of the Pack, speaking to the recently severed head of Dur'Gesh.
Poor thing. I doubt it will survive the winter. --- High Arcanist Grizzletink, upon discovering an albino gnoll pup.
I WAS WRONG! --- High Arcanist Grizzletink, shortly before having his throat ripped out by said albino gnoll pup a few short months later.
Much like others of their race, albino gnolls are large, bipedal hyena-people. They typically stand from 7'0" to 7'6" tall and weighing anywhere from 235 to 335 lbs. They are almost entirely covered by fur and muscle. The only thing that generally sets these gnolls apart from others in their pack is their unusual coloration. Due to some quirk, be it of magic or genetics, albino gnolls are born just that- albino. Their fur has little to no pigmentation and their eyes are a burning red or stark violet color. Thankfully, this race is rare enough a site that most adventurers will never have to see those eyes baring down upon them, with flail or axe poised to strike.
Go forth and spread destruction, carnage, and chaos in your wake. Leave nothing alive. Revel in the Killing. That is my gift to you. Do not fail me.
--- Yeenoghu, Demon Lord of the Abyss.
Whether born of magic, the blending of man, demon, and beast, or through the taint of the Demon Lord of Savagery, Yeenoghu, himself, albino gnolls are a bit of an anomaly. Ostensibly they are created/born the same way others of their race are, this usually being when a hyena gorges itself to fullness on a kill from a Fang of Yeenoghu. However, though it is incredibly rare, sometimes accidents do occur, and the pup is born devoid or severely lacking in pigmentation, their eyes a crimson or violet color. Their already small frames seemingly are emaciated by comparison to those of the same 'litter.' Most of the time this would mean the runt is left behind or eaten, a fate all too common among those seen as having lost Yeenoghu's favor. Sometimes, however, this runt survives. The result is a slightly larger than average albino gnoll, smarter than their brethren but more capable of leadership of their own packs than the rank and file.
Albino gnolls that survive maturity often seek out positions as either leaders of a pack. If they have been traumatized by their pack abandoning them, they sometimes lead an adventurer's life. Those that choose the former rarely, if ever, are heard from again. Most either die trying to reach leader status or are so good at their jobs they leave no survivors to tell their tale. The ones who choose the latter, typically those raised to maturity outside of a gnoll pack by persons with the means and resources to do so in a responsible manner, can often be found to be steadfast allies and stalwart companions. Albino gnolls find it easy to mentally equate mercenary companies or bands of adventurers as sort of surrogate pack, one the gnoll would do anything for.
Albino Gnoll Names
Albino Gnolls are more often than not named by those outside of Gnoll society who have raised them, though those that return to the Pack often take names signifying them as an Albino as a mark of honor.
Male: Dur'Gesh, Sarnaht, Hash'Ahk'Gik, Tur'ghet
Female: Grozz'ka, Faz'akh'a, Jar'hee, Yurenda
Titles: The White, The Pale, Snow-Fur, Colorless, Crimson-Eye
Albino Gnoll Traits
Outcast from the pack, smaller and weaker at birth, Albino Gnolls had to adapt to using their brains and their speed to be better than those that would harm them.
Ability Score Increase. Your Dexterity score increases by 2, your Intelligence score increases by 1.
Age. Like others of their kind, albino gnolls reach maturity by 5 years, and most don't live past 30.
Alignment. Due to their demonic nature, albino gnolls lean toward chaotic. When raised outside of a pack, their morality is a sort of a tossup, but most Albino Gnolls will stay within the realms of neutrality (in the case of adventurer's and Mercenaries) or evil (Pack Gnolls).
Size. Albino gnolls tend to be a bit larger by full adulthood than their brethren, ranging from 7'0" to 7'6" on average, and typically weighing anywhere from 235 to 335 lbs. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Hunter's Senses. You are proficient in the Perception skill. In addition, you have advantage on Wisdom (Perception) checks made using smell or hearing.
Frightful Presence. You are proficient in the Intimidation skill.
Tooth and Nail. Your bite and claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing or slashing damage, respectfully, equal to 1d6 + your Strength modifier for your bite or your Dexterity modifier for your claws, instead of the bludgeoning damage normal for an unarmed strike.
Ferocious Charge. You can charge an opponent, cursing and screaming with all the fury of Yeenoghu. If you move your entire movement in a straight line, you may make an attack roll and deal an additional 1d8 damage. You must complete a long rest before using this trait again.
Languages. You can speak, read, and write Common, Gnoll, and Abyssal.
Random Height and Weight
|7′ 0''||+1d10||200 lb.||× (5) lb.|
*Height = base height + height modifier