Basic Gnolls

Expansion to the Gnolls section of Monsters and More.

Lvl 2 gnoll - Ranged
25
Gnolls: Bloodthirsty.

Advantage VS damaged creatures.

Choose one.
  • Ravage Staff (2x). Necrotic.

    (Range 10)

  • War Dance (1 use).

    (Concentration) Give all allies in the encounter Vicious VS damaged creatures and they raise their Primary die by 1 face.

Lvl 2 gnoll - Ambusher
20
Gnolls: Bloodthirsty.

Advantage VS damaged creatures.

Choose one.
  • Ravage (3x).
  • Sudden Rush.

    Move 6, ignoring Opportunity Attacks.

Lvl 2 large gnoll - Defender
45
Gnolls: Bloodthirsty.

Advantage VS damaged creatures.

Choose one.
  • Mighty Ravage..

    (Reach 2, up to 2 targets). Use the same roll for both.

  • Ground Slam.

    (Reach 2, AoE) DC11 DEX save or 1d10.

Lvl 16 gargantuan gnoll horde
8
Gnolls: Bloodthirsty.

Advantage VS damaged creatures.

Swarm.

Can enter the space of other creatures. When damaged, reduce HP by 1. AoE attacks reduce HP by 2.

Choose one.
  • Ravenous Hunger.

    (Reach 0, AoE) HPd10. On damage: Prone.

There's no real guidance yet, so I'm leaning on the safe side and putting it at Lvl 16 because the Levels of the swarms in the test document of Monsters and More is very inconsistent. Many of them are tracking the level via the max damage output +1 level (or rounding up). Then we have the scarabs with level damage +5 levels and the scarab horde with level damage + 3 levels.

10/LVLStr++, Int-
Gnoll Adventuring Companion,
Awakened Solidarity.

Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.

Each turn, choose 1:
  • Mighty Blow.

    (Reach 2, up to 2 targets). Use the same roll for both.

  • Ground Slam.

    (Reach 2, AoE) DC10 + half LVL (rounded down) or 1d10+LVL.

Dying:

Warrior's Grit. Attacking while Dying does not cause Wounds.

WOUNDS:
8/LVLStr/Dex+, Int-
Gnoll Adventuring Companion,
Awakened Solidarity.

Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.

Each turn, choose 1:
  • Shoot (2x).

    (Range 10)

  • Strike.
Dying:

Advantage VS Bloodied creatures.

WOUNDS:
6/LVLWil++, Int-
Gnoll Adventuring Companion,
Awakened Solidarity.

Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.

Each turn, choose 1:
  • Staff (2x).

    (Range 10)

  • War Dance (1 use).

    (Concentration) Give all allies in the encounter Vicious VS damaged creatures and they raise their Primary die by 1 face.

Dying:

Ignores Opportunity Attacks, but stops attacking.

WOUNDS:
5/LVLDex++, Int-
Gnoll Adventuring Companion,
Awakened Solidarity.

Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.

Each turn, choose 1:
  • Jab (3x).
  • Sudden Rush.

    Move 6, ignoring Opportunity Attacks.

Dying:

When ending a Turn in a viable area, gain Hidden (Spot DC11)

WOUNDS: