Gnoll/pf
Gnoll
Gnoll
CR 1 (400 XP)
Usually CE Medium humanoid (Gnoll)
Init +0; Senses darkvision 60 ft.; Perception +5
Defense AC 15, touch 10, flat-footed 15 (+2 armor, +1 natural, +2 shield)
hp 11 (2d8+2)
Fort +4, Ref +0, Will +0
Offense Speed 30 ft. Melee spear +3 (1d8+3/x3) Ranged spear +1 (1d8+2/x3) Space 5 ft.; Reach 5 ft.
Statistics Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8 Feats Power Attack
Skills Perception +5
Skill Points 2 Languages Gnoll Usual Gear leather armor, heavy wooden shield, spear Ecology
Environment warm plains or desert
Organization solitary, pair, hunting party (2–5 gnolls and 1–2 hyenas), band (10–100 adults, 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 leader of 4th–6th level, and 5–8 hyenas), or tribe (20–200 adults, 50% noncombatants 1 sergeant of 3rd level per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 7–12 hyenas, and 4–7 hyaenodons)
Treasure NPC Gear
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Racial Traits
(Adjusted for playing gnolls with no racial level adjustment)
- +2 Strength, +2 Constitution, -2 Charisma: Gnolls are strong and hardy, but they are constantly challenging to find their position relative to others.
- Medium: Gnolls are Medium creatures and have no bonuses or penalties due to their size.
- Normal speed: Gnolls have a base speed of 30 feet.
- Darkvision: Gnolls can see in the dark up to 60 feet.
- Keen Senses Gnolls gain a +2 racial bonus to Perception.
- Intimidating Gnolls gain a +2 racial bonus to Intimidate.
- Carrion Sense Gnolls have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (25% or fewer hit points)
- Healthy Gnolls gain a +4 racial bonus to Fort saves vs Poison or Disease
- Tough Skin: Gnolls have a +1 natural armor bonus.
- Languages: Gnolls begin play speaking Gnoll. Gnolls with high Intelligence scores can choose from the following: Common, Draconic, Elven, Goblin, Orc.
Alternate Racial Traits
- Terrifiying Howl (Su): Gnolls like to frighten and intimidate their opponents. When a gnoll with this racial trait howls or barks, all creatures except other gnolls within a 30-foot radius must succeed on a Will save or become frightened for 1d4 rounds. The DC is 10 + 1/2 the gnoll's HD (min. 1) + the gnoll's Charisma modifier (if any). This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same gnoll's howl for 24 hours. Using this ability is a standard action. This racial trait replaces the Carrion Sense and Tough Skin.
- Hound: Some gnolls are exceptional hunters, chasing their prey with high speed. Gnolls with this racial trait gain +10 feet to their base speed and a +2 racial bonus to survival checks. This trait replaces the racial bonuses to Perception and Intimidate.
- Bonecracker: Some gnolls develop particularly strong jaws and fangs. Gnolls with this racial trait gain a bite attack that deals 1d4 points of damage. This is a primary attack, or a secondary attack if the gnoll is wielding manufactured weapons. This racial trait replaces the Carrion Sense trait.
- Four-Legged Loper: Some gnolls are more comfortable on four legs than on two. Gnolls with this racial trait gain the benefits of the Run feat whenever they drop to all fours. Dropping to all fours is a free action that does not provoke attacks of opportunity; standing back up is a move action that does. A prone gnoll still needs to stand back up to return to a four-legged stance (provoking attacks of opportunity), but it also retains the option of crawling as normal. A gnoll cannot use its hands for any other purpose while running on all fours. This racial trait replaces Tough Skin.
Flind
Flind
CR 2 (600 XP)
Usually NE Medium humanoid (Gnoll)
Init +1; Senses darkvision 60 ft.; Perception +5
Defense AC 18, touch 11, flat-footed 17 (+1 Dex, +2 natural, +3 armor, +2 shield)
hp 13 (2d8+4)
Fort +5, Ref +1, Will +0
Offense Speed 30 ft. Melee flindbar +5 (2d4+3/19-20) Space 5 ft.; Reach 5 ft.
Statistics Str 17, Dex 12, Con 15, Int 10, Wis 11, Cha 10 Feats Weapon Focus (flindbar)
Skills Perception +5, Survival +5
Skill Points 4 Languages Common, Gnoll Usual Gear studded leather armor, heavy steel shield, flindbar Ecology
Environment warm plains or desert
Organization solitary, pair, hunting party (1 plus 1-4 gnolls and 1–2 hyenas), band (1-10 adults and 10–100 gnolls, 50% noncombatants, 1 sergeant of 3rd level per 20 adults, 1 leader of 4th–6th level (25% gnoll), and 5–8 hyenas), or tribe (2-20 adults and 20–200 gnolls, 50% noncombatants, 1 sergeant of 3rd level (75% gnoll) per 20 adults, 1 or 2 lieutenants of 4th or 5th level (50% gnoll), 1 leader of 6th–8th level (25% gnoll), 7–12 hyenas, and 4–7 hyaenodons)
Treasure NPC Gear
Special Abilities |
Skills: A flind has a +2 racial bonus on Charisma-based checks made to influence gnolls.
Flindbar
A flindbar resembles a pair of chain-linked iron bars, not unlike a flail. This one-handed exotic weapon costs 30 gp, deals 2d4 points of bludgeoning damage, has a threat range of 19-20, deals double damage on a critical hit, and weighs 2 pounds. Flinds treat a flindbar as a martial weapon instead of an exotic weapon.
The wielder of a flindbar gains a +2 bonus on combat maneuver checks made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). If a proficient wielder threatens a critical hit, he can make a free disarm attempt against that opponent before confirming the critical hit (this disarm attempt doesn't provoke attacks of opportunity).
Racial Traits
- +6 Strength, +2 Dexterity, +4 Constitution: Flinds are strong and hardy, smarter and more flexible than their weaker cousins, and more able to restrain their urges amongst other races.
- Medium: Flinds are Medium creatures and have no bonuses or penalties due to their size.
- Normal speed: Flinds have a base speed of 30 feet.
- Darkvision: Flinds can see in the dark up to 60 feet.
- Scent Flinds gain the Scent special ability.
- Flind Influence: Flinds gain a +2 racial bonus on Charisma-based checks made to influence gnolls.
- Weapon Familiarity: Flinds treat flindbars as martial weapons rather than exotic weapons.
- Healthy: Flind gain a +4 racial bonus to Fort saves vs Poison and Disease (including magic).
- Hardy: Flind gain a +2 racial bonus to saves vs Poison, Spells and Spell-like abilities
- Tough Skin: Flinds have a +2 natural armor bonus.
- Languages: Flinds begin play speaking Common and Gnoll. Flinds with high Intelligence scores can choose from the following: Draconic, Elven, Goblin, Orc.
- Racial Hit Dice: Flinds begin with two levels of humanoid which provide 2d8 Hit Dice, a base attack bonus of +1, base saving throw bonuses of Fort +3, Ref +0, Will +0, skill points equal to 2 x (2 + Int modifier), and one feat. A flind's class skills are Perception and Survival.