Gnoll NPCs [Level 1]
Gnoll Battle Cleric [Level 1 Controller (Leader)]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +2; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 13, Reflex 11, Will 14
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage, and one ally within 5 squares gains a +3 power bonus to melee attack rolls against the target
until the end of the gnoll cleric’s next turn.
- ○ [M] Wrathful Thunder (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d10 + 3 thunder damage, and the target is dazed until the end of the gnoll cleric’s next turn.
- □ [M] Avenging Flame (standard) ✦ Fire, Weapon
- +5 vs. AC; 2d10 + 3 damage, and ongoing 5 fire damage (save ends). Miss: Half damage, and no ongoing fire damage. If
the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
- ○ Ferocious Charge (standard)
- The gnoll cleric charges and deals an extra 2 damage on a successful attack.
- ○○ Healing Word (minor) ✦ Healing
- The gnoll cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The gnoll cleric gains a +1 bonus to the gnoll cleric’s next attack roll or saving throw before the end of the gnoll cleric’s
next turn.
- Blood Fury
- The gnoll cleric gains a +2 bonus to damage rolls while bloodied.
Skills Heal +7, Religion +5
Str 16 (+3); Dex 13 (+1); Wis 14 (+2);
Con 14 (+2); Int 10 (+0); Cha 13 (+1)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Devoted Cleric [Level 1 Controller (Leader)]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +3; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 11, Will 15
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +3 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 1d8 + 3 radiant damage, and one ally the gnoll cleric can see gains a +2 power bonus to his or her
next attack roll against the target.
- ○ [C] Divine Glow (standard) ✦ Radiant
- Close blast 3; targets enemies; +3 vs. Reflex; 1d8 + 3 radiant damage. Hit or Miss: Allies in the blast gain a +2 power
bonus to attack rolls until the end of the gnoll cleric’s next turn.
- □ [R] Cascade of Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Will; 3d8 + 3 radiant damage, and the target gains vulnerability 5 to all the gnoll cleric’s attacks (save
ends). Miss: Half damage, and the target gains no vulnerability.
- ○ Ferocious Charge (standard)
- The gnoll cleric charges and deals an extra 2 damage on a successful attack.
- ○○ Healing Word (minor) ✦ Healing
- The gnoll cleric or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The gnoll cleric gains a +1 bonus to the gnoll cleric’s next attack roll or saving throw before the end of the gnoll cleric’s
next turn.
- Blood Fury
- The gnoll cleric gains a +2 bonus to damage rolls while bloodied.
Skills Heal +8, Religion +5
Str 13 (+1); Dex 13 (+1); Wis 16 (+3);
Con 14 (+2); Int 10 (+0); Cha 14 (+2)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Greatweapon Fighter [Level 1 Soldier]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +1; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 17; Fortitude 15, Reflex 12, Will 11
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12). Miss: 3 damage.
- ○ [M] Steel Serpent Strike (standard) ✦ Weapon
- +5 vs. AC; 2d12 + 3 damage (crit 27 + 1d12), and the target is slowed and cannot shift until end of the gnoll fighter’s next
turn.
- □ [M] Brute Strike (standard) ✦ Reliable, Weapon
- +5 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: The power is not expended.
- ○ Ferocious Charge (standard)
- The gnoll fighter charges and deals an extra 2 damage on a successful attack.
- Blood Fury
- The gnoll fighter gains a +2 bonus to damage rolls while bloodied.
- Combat Challenge
- Every time the gnoll fighter attacks an enemy, the gnoll fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the gnoll fighter’s next turn. If the marked creature makes an attack that doesn’t include
the gnoll fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the gnoll fighter and shifts or makes an attack that does not include the gnoll fighter, the gnoll fighter can make a melee
basic attack against that enemy as an immediate interrupt.
Skills Athletics +8, Intimidate +7
Str 16 (+3); Dex 15 (+2); Wis 12 (+1);
Con 16 (+3); Int 10 (+0); Cha 11 (+0)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Gnoll Guardian Fighter [Level 1 Soldier]
Medium natural humanoid [XP 100]
Initiative +3; Senses Perception +1; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 19; Fortitude 15, Reflex 15, Will 11
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+6 vs. AC; 1d8 + 3 damage, and the target is pushed 1 square if it is the gnoll fighter’s size, smaller than the gnoll fighter,
or one size category larger. The gnoll fighter can shift into the space that the target occupied.
- ○ [M] Covering Attack (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and an ally adjacent to the target can shift 2 squares.
- □ [M] Comeback Strike (standard) ✦ Healing, Reliable, Weapon
- +6 vs. AC; 2d8 + 3 damage, and the gnoll fighter can spend a healing surge. Miss: The power is not expended.
- ○ Ferocious Charge (standard)
- The gnoll fighter charges and deals an extra 2 damage on a successful attack.
- Blood Fury
- The gnoll fighter gains a +2 bonus to damage rolls while bloodied.
- Combat Challenge
- Every time the gnoll fighter attacks an enemy, the gnoll fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the gnoll fighter’s next turn. If the marked creature makes an attack that doesn’t include
the gnoll fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the gnoll fighter and shifts or makes an attack that does not include the gnoll fighter, the gnoll fighter can make a melee
basic attack against that enemy as an immediate interrupt.
Skills Heal +6, Intimidate +7
Str 16 (+3); Dex 16 (+3); Wis 12 (+1);
Con 15 (+2); Int 10 (+0); Cha 11 (+0)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Avenging Paladin [Level 1 Soldier]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +1; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 18; Fortitude 14, Reflex 12, Will 13
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d10 + 3 radiant damage. If the gnoll paladin has marked the target, the gnoll paladin gains a +1 bonus to the
damage roll.
- ○ [M] Radiant Smite (standard) ✦ Radiant, Weapon
- +6 vs. AC; 2d10 + 4 radiant damage.
- □ [M] Paladin’s Judgment (standard) ✦ Healing, Weapon
- +6 vs. AC; 3d10 + 3 damage. Hit or Miss: One ally within 5 squares can spend a healing surge.
- ○ Ferocious Charge (standard)
- The gnoll paladin charges and deals an extra 2 damage on a successful attack.
- ● Divine Challenge (minor) ✦ Radiant
- The gnoll paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the gnoll
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 5 radiant damage. The gnoll paladin must engage the target by attacking it or ending the turn adjacent to it, or
the mark ends. The mark also ends if the gnoll paladin challenges another target. Divine Challenge can only be used once per
round.
- □ Lay on Hands (minor) ✦ Healing
- The gnoll paladin spends a healing surge but regains no hit points. Instead, one creature touched by the gnoll paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- Blood Fury
- The gnoll paladin gains a +2 bonus to damage rolls while bloodied.
Skills Intimidate +9, Religion +5
Str 16 (+3); Dex 13 (+1); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 14 (+2)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Gnoll Protecting Paladin [Level 1 Soldier]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +1; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 20; Fortitude 13, Reflex 14, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +4 vs. AC; 1d6 + 2 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and the gnoll paladin gains 1 temporary hit points.
- ○ [M] Shielding Smite (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage. Hit or Miss: Until the end of the gnoll paladin’s next turn, one ally within 5 squares of
the gnoll paladin gains a +1 power bonus to AC.
- □ [R] Radiant Delirium (standard) ✦ Radiant
- Ranged 5; +3 vs. Reflex; 3d8 + 3 radiant damage, and the target takes a –2 penalty to AC (save ends). Miss: Half damage.
Hit or Miss: The target is dazed until the end of the gnoll paladin’s next turn.
- ○ Ferocious Charge (standard)
- The gnoll paladin charges and deals an extra 2 damage on a successful attack.
- ● Divine Challenge (minor) ✦ Radiant
- The gnoll paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the gnoll
paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such an attack,
it takes 6 radiant damage. The gnoll paladin must engage the target by attacking it or ending the turn adjacent to it, or
the mark ends. The mark also ends if the gnoll paladin challenges another target. Divine Challenge can only be used once per
round.
- □ Lay on Hands (minor) ✦ Healing
- The gnoll paladin spends a healing surge but regains no hit points. Instead, one creature touched by the gnoll paladin regains
hit points as if it had spent a healing surge. This power can only be used once per round.
- Blood Fury
- The gnoll paladin gains a +2 bonus to damage rolls while bloodied.
Skills Intimidate +10, Religion +5
Str 14 (+2); Dex 13 (+1); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 16 (+3)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Archer Ranger [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +4; Senses Perception +6; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 17; Fortitude 13, Reflex 15, Will 11
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 2 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +6 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +5/+5 vs. AC; 1d8 damage (main)/1d6 damage (off-hand).
Longbow: Ranged 20/40; +6 vs. AC (twice); 1d10 damage.
- ○ [M/R] Evasive Strike (standard) ✦ Weapon
- The gnoll ranger can shift 2 squares either before or after the attack.
Longsword: +5 vs. AC; 2d8 + 2 damage.
Longbow: Ranged 20/40; +6 vs. AC; 2d10 + 4 damage.
- □ [R] Split the Tree (standard) ✦ Weapon
- Ranged 20/40; targets two creatures within 3 squares of each other; +6 vs. AC; 2d10 + 4 damage. Make two attack rolls, take
the higher result, and apply it to both targets.
- ○ Ferocious Charge (standard)
- The gnoll ranger charges and deals an extra 2 damage on a successful attack.
- ● Hunter’s Quarry (minor)
- The gnoll ranger can designate the nearest visible enemy as the gnoll ranger’s quarry. Once per round when hitting this quarry,
the gnoll ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the gnoll
ranger designates a different target as the quarry. The gnoll ranger can only designate one enemy as quarry at a time.
- Blood Fury
- The gnoll ranger gains a +2 bonus to damage rolls while bloodied.
- Archer Fighting Style
- The gnoll ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The gnoll ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +6, Stealth +8
Str 14 (+2); Dex 18 (+4); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Gnoll Two-Blade Ranger [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +3; Senses Perception +6; low-light
HP 35; Bloodied 17
Healing Surges (+8 hp) ○
AC 16; Fortitude 14, Reflex 14, Will 11
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +5 vs. AC; 1d10 + 3 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +6/+6 vs. AC; 1d8 damage (main)/1d8 damage (off-hand).
Longbow: Ranged 20/40; +5 vs. AC (twice); 1d10 damage.
- ○ [C] Dire Wolverine Strike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +6 vs. AC; 1d8 + 3 damage.
- □ [M] Jaws of the Wolf (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +6 vs. AC; 2d8 + 3 damage.
Longsword (off hand):
+6 vs. AC; 2d8 + 3 damage.
Miss: Half damage per attack.
- ○ Ferocious Charge (standard)
- The gnoll ranger charges and deals an extra 2 damage on a successful attack.
- ● Hunter’s Quarry (minor)
- The gnoll ranger can designate the nearest visible enemy as the gnoll ranger’s quarry. Once per round when hitting this quarry,
the gnoll ranger can deal an extra 1d6 damage. This effect remains active until the end of the encounter or until the gnoll
ranger designates a different target as the quarry. The gnoll ranger can only designate one enemy as quarry at a time.
- Blood Fury
- The gnoll ranger gains a +2 bonus to damage rolls while bloodied.
- Two-Blade Fighting Style
- The gnoll ranger can wield a one-handed weapon in the gnoll ranger’s off hand as if it were an off-hand weapon. In addition,
the gnoll ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The gnoll ranger gains an additional +5 hit points.
Skills Nature +6, Perception +6
Str 16 (+3); Dex 16 (+3); Wis 13 (+1);
Con 14 (+2); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Gnoll Brawny Rogue [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +4; Senses Perception +0; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 16, Will 11
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 2 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +7 vs. AC; 1d6 + 4 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +7 vs. Reflex; 1d6 + 4 damage.
- ○ [M] Torturous Strike (standard) ✦ Weapon
- +7 vs. AC; 2d6 + 4 damage.
- □ [M/R] Easy Target (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 2d6 + 4 damage.
Shuriken: Ranged 6/12; +7 vs. AC; 2d6 + 4 damage.
Hit:
The target is slowed and grants combat advantage to the gnoll rogue (save ends both). Miss: Half damage, and the target
grants combat advantage to the gnoll rogue until the end of the gnoll rogue’s next turn.
- ○ Ferocious Charge (standard)
- The gnoll rogue charges and deals an extra 2 damage on a successful attack.
- Blood Fury
- The gnoll rogue gains a +2 bonus to damage rolls while bloodied.
- First Strike
- At the start of an encounter, the gnoll rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the gnoll rogue’s weapon damage die increases by one size. When wielding a dagger, the gnoll rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the gnoll rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the gnoll rogue deals an extra 2d6 damage.
Skills Acrobatics +9, Thievery +9
Str 14 (+2); Dex 18 (+4); Wis 11 (+0);
Con 14 (+2); Int 10 (+0); Cha 13 (+1)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Gnoll Trickster Rogue [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +4; Senses Perception +5; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 16, Will 12
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +4 vs. AC; 1d6 + 1 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 1d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 1d6 + 4 damage.
The gnoll rogue can move 2 squares before the attack.
- ○ [M/R] King’s Castle (standard) ✦ Weapon
- Short Sword: +7 vs. Reflex; 2d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. Reflex; 2d6 + 4 damage.
Hit or Miss: Switch places with a willing adjacent ally.
- □ [M/R] Trick Strike (standard) ✦ Weapon
- Short Sword: +7 vs. AC; 3d6 + 4 damage.
Hand Crossbow: Ranged 10/20; +6 vs. AC; 3d6 + 4 damage.
Hit: The target slides 1 square. Hit or Miss: Until the end of the encounter, each time the gnoll rogue hits
the target the gnoll rogue slides it 1 square.
- ○ Ferocious Charge (standard)
- The gnoll rogue charges and deals an extra 2 damage on a successful attack.
- Blood Fury
- The gnoll rogue gains a +2 bonus to damage rolls while bloodied.
- First Strike
- At the start of an encounter, the gnoll rogue has combat advantage against any creatures that have not yet acted in that encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the gnoll rogue’s weapon damage die increases by one size. When wielding a dagger, the gnoll rogue
gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the gnoll rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the gnoll rogue deals an extra 2d6 damage.
Skills Stealth +9, Thievery +9
Str 13 (+1); Dex 18 (+4); Wis 11 (+0);
Con 14 (+2); Int 10 (+0); Cha 14 (+2)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Gnoll Fey-Pact Warlock [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +1; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 12, Reflex 13, Will 14
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +3 vs. Reflex; 1d10 + 3 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 1d6 + 3 psychic damage, and the gnoll warlock is invisible to the target until the start of the gnoll
warlock’s next turn.
- ○ [R] Witchfire (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 2d6 + 3 fire damage, and the target takes a –4 penalty to attack rolls until the end of the gnoll
warlock’s next turn.
- □ [R] Curse of the Dark Dream (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 3d8 + 3 psychic damage, and the target slides 3 squares. Hit or Miss, Sustain Minor: Slide
the target 1 square (save ends).
- ○ Ferocious Charge (standard)
- The gnoll warlock charges and deals an extra 2 damage on a successful attack.
- ● Warlock’s Curse (minor)
- The gnoll warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the gnoll
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The gnoll warlock can only curse one target per turn.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The gnoll warlock can immediately teleport 3 squares.
- Blood Fury
- The gnoll warlock gains a +2 bonus to damage rolls while bloodied.
Skills Arcana +7, Bluff +8
Str 10 (+0); Dex 13 (+1); Wis 12 (+1);
Con 15 (+2); Int 14 (+2); Cha 16 (+3)
Equipment leather armor, spear
-1 Level / +1 Level
Gnoll Infernal-Pact Warlock [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +0; low-light
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 14; Fortitude 14, Reflex 13, Will 12
Speed 7
- ● [m] Mace (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 4 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 1d6 + 4 fire damage. If the gnoll warlock takes damage before the end of the gnoll warlock’s next
turn, the target takes an extra 1d6 + 4 fire damage.
- ○ [R] Vampiric Embrace (standard) ✦ Necrotic
- Ranged 5; +4 vs. Will; 2d8 + 4 necrotic damage, and the gnoll warlock gains 7 temporary hit points.
- □ [R] Flames of Phlegethos (standard) ✦ Fire
- Ranged 10; +4 vs. Reflex; 3d10 + 4 fire damage. Hit or Miss: The target takes ongoing 5 fire damage (save ends).
- ○ Ferocious Charge (standard)
- The gnoll warlock charges and deals an extra 2 damage on a successful attack.
- ● Warlock’s Curse (minor)
- The gnoll warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the gnoll
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The gnoll warlock can only curse one target per turn.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The gnoll warlock gains 1 temporary hit points.
- Blood Fury
- The gnoll warlock gains a +2 bonus to damage rolls while bloodied.
Skills Arcana +7, Intimidate +8
Str 10 (+0); Dex 14 (+2); Wis 11 (+0);
Con 18 (+4); Int 14 (+2); Cha 13 (+1)
Equipment leather armor, mace
-1 Level / +1 Level
Gnoll Star-Pact Warlock [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +0; low-light
HP 34; Bloodied 17
Healing Surges (+8 hp) ○
AC 14; Fortitude 14, Reflex 13, Will 13
Speed 7
- ● [m] Sickle (standard) ✦ Weapon
- +2 vs. AC; 1d6 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +4 vs. Reflex; 1d10 + 4 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +4 vs. Fortitude; 1d6 + 4 radiant damage. If the target moves nearer to the gnoll warlock on its next turn, it
takes an extra 1d6 + 4 damage.
- ○ [R] Dreadful Word (standard) ✦ Fear, Psychic
- Ranged 5; +2 vs. Will; 2d8 + 2 psychic damage, and the target takes a –2 penalty to Will defense until the end of the gnoll
warlock’s next turn.
- □ [R] Dread Star (standard) ✦ Fear, Radiant
- Ranged 10; +2 vs. Will; 3d6 + 2 radiant damage, and the target is immobilized until the end of the gnoll warlock’s next turn.
Hit or Miss: The target takes a –2 penalty to Will defense (save ends).
- ○ Ferocious Charge (standard)
- The gnoll warlock charges and deals an extra 2 damage on a successful attack.
- ● Warlock’s Curse (minor)
- The gnoll warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the gnoll
warlock can deal an extra 1d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until the cursed
enemy drops to 0 hit points or fewer. The gnoll warlock can only curse one target per turn.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The gnoll warlock gains a +1 bonus to a single d20 roll the gnoll warlock makes during the gnoll warlock’s next turn. This
bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Blood Fury
- The gnoll warlock gains a +2 bonus to damage rolls while bloodied.
Skills Arcana +6, Insight +5
Str 10 (+0); Dex 14 (+2); Wis 11 (+0);
Con 18 (+4); Int 13 (+1); Cha 14 (+2)
Equipment leather armor, sickle
-1 Level / +1 Level
Gnoll Inspiring Warlord [Level 1 Soldier (Leader)]
Medium natural humanoid [XP 100]
Initiative +3; Senses Perception +0; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 11, Will 13
Speed 6
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +5 vs. Fortitude; 3 damage, and choose one ally adjacent to either the gnoll warlord or the target. On his or her next attack
against the target, this ally gains a +2 bonus to the attack roll and the damage roll. If the ally does not attack the target
by the end of his or her next turn, the bonus is lost.
- ○ [M] Guarding Attack (standard) ✦ Weapon
- +5 vs. AC; 2d10 + 3 damage, and one ally adjacent to either the gnoll warlord or the target gains a +3 power bonus to AC against
the target’s attacks until the end of the gnoll warlord’s next turn.
- □ [M] Bastion of Defense (standard) ✦ Weapon
- +5 vs. AC; 3d10 + 3 damage, and allies within 5 squares of the gnoll warlord gains a +1 power bonus to all defenses until
the end of the encounter. Hit or Miss: Allies within 5 squares of the gnoll warlord gains 7 temporary hit points.
- ○ Ferocious Charge (standard)
- The gnoll warlord charges and deals an extra 2 damage on a successful attack.
- ○○ Inspiring Word (minor) ✦ Healing
- The gnoll warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- Blood Fury
- The gnoll warlord gains a +2 bonus to damage rolls while bloodied.
- Inspiring Presence
- When an ally who can see the gnoll warlord spends an action point to take an extra action, that ally also regains 2 lost hit
points.
- Combat Leader
- The gnoll warlord and each ally within 10 squares who can see and hear the gnoll warlord gains a +2 power bonus to initiative.
Skills Heal +5, History +6
Str 16 (+3); Dex 13 (+1); Wis 10 (+0);
Con 14 (+2); Int 13 (+1); Cha 14 (+2)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Gnoll Tactical Warlord [Level 1 Soldier (Leader)]
Medium natural humanoid [XP 100]
Initiative +3; Senses Perception +0; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 13, Will 12
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage. Before the gnoll warlord attacks, one ally adjacent to either the gnoll warlord or the target may
shift 1 square as a free action.
- ○ [M] Warlord’s Favor (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and one ally within 5 squares gains a +3 power bonus to attack rolls against the target until the
end of the gnoll warlord’s next turn.
- □ [M] Lead the Attack (standard) ✦ Weapon
- +6 vs. AC; 3d8 + 3 damage, and the gnoll warlord and allies within 5 squares gain a +3 power bonus to attack rolls against
the target until the end of the encounter. Miss: The power bonus to attack is only +1.
- ○ Ferocious Charge (standard)
- The gnoll warlord charges and deals an extra 2 damage on a successful attack.
- ○○ Inspiring Word (minor) ✦ Healing
- The gnoll warlord or one ally within 5 squares can spend a healing surge and regain an additional 1d6 hit points. This power
can only be used once per round.
- Blood Fury
- The gnoll warlord gains a +2 bonus to damage rolls while bloodied.
- Tactical Presence
- When an ally the gnoll warlord can see spends an action point to make an extra attack, the ally gains a +2 bonus to the attack
roll.
- Combat Leader
- The gnoll warlord and each ally within 10 squares who can see and hear the gnoll warlord gains a +2 power bonus to initiative.
Skills Heal +5, History +7
Str 16 (+3); Dex 13 (+1); Wis 10 (+0);
Con 14 (+2); Int 14 (+2); Cha 13 (+1)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Gnoll Control Wizard [Level 1 Artillery]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +2; low-light
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 14
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 3 cold damage, and the target is slowed until the end of the gnoll wizard’s next turn.
- ○ [A] Icy Terrain (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Reflex; 1d6 + 3 cold damage, and the target is knocked prone. Hit or Miss: The power’s
area is difficult terrain until the end of the gnoll wizard’s next turn. The gnoll wizard can end this effect as a minor action.
- □ [A] Sleep (standard) ✦ Sleep
- Area burst 2 within 20; +3 vs. Will. Hit or Miss: The target is slowed (save ends). If the target was hit and fails
its first saving throw against this power, the target becomes unconscious (save ends).
- ○ Ferocious Charge (standard)
- The gnoll wizard charges and deals an extra 2 damage on a successful attack.
- ○ Orb of Imposition (free)
- The gnoll wizard can choose one creature suffering from one of the gnoll wizard’s wizard spells whose effect ends on a saving
throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, the gnoll wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the gnoll wizard’s current turn, so that it lasts
instead until the end of the gnoll wizard’s next turn.
- Blood Fury
- The gnoll wizard gains a +2 bonus to damage rolls while bloodied.
Skills Arcana +8, Insight +7
Str 10 (+0); Dex 15 (+2); Wis 14 (+2);
Con 14 (+2); Int 16 (+3); Cha 11 (+0)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Gnoll War Wizard [Level 1 Artillery]
Medium natural humanoid [XP 100]
Initiative +3; Senses Perception +1; low-light
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 13
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +2 vs. AC; 1d8 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +3 vs. Reflex; 1d6 + 3 fire damage.
- ○ [C] Burning Hands (standard) ✦ Fire
- Close blast 5; +3 vs. Reflex; 2d6 + 3 fire damage.
- □ [R] Acid Arrow (standard) ✦ Acid
- Ranged 20; +3 vs. Reflex; 2d8 + 3 acid damage, ongoing 5 acid damage (save ends) and make a secondary attack against each
creature adjacent to the primary target. Secondary Attack: +3 vs. Reflex; 1d8 + 3 acid damage, and ongoing 5 acid damage
(save ends). Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.
- ○ Ferocious Charge (standard)
- The gnoll wizard charges and deals an extra 2 damage on a successful attack.
- ○ Wand of Accuracy (free)
- The gnoll wizard gains a +3 bonus to a single attack roll.
- Blood Fury
- The gnoll wizard gains a +2 bonus to damage rolls while bloodied.
Skills Arcana +8, History +8
Str 10 (+0); Dex 16 (+3); Wis 13 (+1);
Con 14 (+2); Int 16 (+3); Cha 11 (+0)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Gnoll Isolating Avenger [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +3; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 15; Fortitude 13, Reflex 13, Will 14
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +3 vs. AC; 1d6 + 1 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and the gnoll avenger shifts 1 square, sliding the target 1 square into the space the gnoll avenger
occupied.
- ○ [M] Avenging Echo (standard) ✦ Radiant, Weapon
- +6 vs. AC; 1d10 + 3 damage, and until the end of the gnoll avenger’s next turn, any enemy that ends its turn adjacent to the
gnoll avenger or that hits or misses the gnoll avenger takes 7 radiant damage.
- □ [M] Temple of Light (standard) ✦ Radiant, Weapon, Zone
- +6 vs. AC; 2d10 + 3 radiant damage. Hit or Miss: The attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the zone moves with it, remaining centered
on it. Whenever the gnoll avenger hits a creature that is within the zone, that attack deals 1d6 extra radiant damage.
- ○ Ferocious Charge (standard)
- The gnoll avenger charges and deals an extra 2 damage on a successful attack.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the gnoll avenger can see in within 10 squares. When the gnoll avenger makes a melee attack against the target
and the target is the only enemy adjacent to the gnoll avenger, the gnoll avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the gnoll avenger
regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the gnoll avenger makes an attack roll against the gnoll avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Blood Fury
- The gnoll avenger gains a +2 bonus to damage rolls while bloodied.
- Censure of Retribution
- When any enemy other than the gnoll avenger’s oath of enmity target hits the gnoll avenger, the gnoll avenger gains a +2 bonus
to damage rolls against the gnoll avenger’s oath of enmity target until the end of the gnoll avenger’s next turn. This bonus
is cumulative.
- Armor of Faith
- The favor of the gnoll avenger’s deity wards the gnoll avenger from harm. While the gnoll avenger is neither wearing heavy
armor nor using a shield, the gnoll avenger gains a +3 bonus to AC.
Skills Athletics +6, Religion +7
Str 13 (+1); Dex 13 (+1); Wis 16 (+3);
Con 14 (+2); Int 14 (+2); Cha 10 (+0)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Gnoll Pursuing Avenger [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +3; Senses Perception +3; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 13, Reflex 14, Will 14
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +4 vs. AC; 1d10 + 1 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +5 vs. AC; 1d8 + 3 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 3 damage, and if the target doesn’t end its next turn adjacent to the gnoll avenger, the gnoll avenger can
shift 4 squares as a free action. The gnoll avenger must end that shift closer to the target.
- ○ [M] Angelic Alacrity (standard) ✦ Weapon
- +6 vs. AC; 2d10 + 3 damage. Before the attack, the gnoll avenger shifts 4 squares.
- □ [M] Oath of the Final Duel (standard) ✦ Teleportation, Weapon
- +6 vs. AC; 2d10 + 3 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target is
more than 3 squares away from the gnoll avenger at the start of the gnoll avenger’s turn, the gnoll avenger can teleport to
a space within 3 squares of it as a minor action. This effect ends if the gnoll avenger ends the gnoll avenger’s turn more
than 3 squares away from the target.
- ○ Ferocious Charge (standard)
- The gnoll avenger charges and deals an extra 2 damage on a successful attack.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the gnoll avenger can see in within 10 squares. When the gnoll avenger makes a melee attack against the target
and the target is the only enemy adjacent to the gnoll avenger, the gnoll avenger makes two attack rolls and use either result.
This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which point the gnoll avenger
regains the use of this power.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the gnoll avenger makes an attack roll against the gnoll avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
- Blood Fury
- The gnoll avenger gains a +2 bonus to damage rolls while bloodied.
- Censure of Pursuit
- If the gnoll avenger’s oath of enmity target moves away from the gnoll avenger willingly, the gnoll avenger gains a +5 bonus
to damage rolls against the target until the end of the gnoll avenger’s next turn.
- Armor of Faith
- The favor of the gnoll avenger’s deity wards the gnoll avenger from harm. While the gnoll avenger is neither wearing heavy
armor nor using a shield, the gnoll avenger gains a +3 bonus to AC.
Skills Religion +5, Stealth +8
Str 13 (+1); Dex 16 (+3); Wis 16 (+3);
Con 14 (+2); Int 11 (+0); Cha 10 (+0)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Gnoll Rageblood Barbarian [Level 1 Brute]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +5; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 16; Fortitude 15, Reflex 13, Will 11
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d12 + 1d8 + 3 damage (crit 23 + 1d12). Hit or Miss: Until the start of the gnoll barbarian’s next turn,
any attacker gains a +2 bonus to attack rolls against the gnoll barbarian. If the gnoll barbarian is raging, attackers do
not gain this bonus.
- ○ [M] Avalanche Strike (standard) ✦ Weapon
- +5 vs. AC; 3d12 + 6 damage (crit 42 + 1d12). Hit or Miss: Until the start of the gnoll barbarian’s next turn, any attacker
gains a +4 bonus to attack rolls against the gnoll barbarian.
- □ [M] Bloodhunt Rage (standard) ✦ Rage, Weapon
- +5 vs. AC; 3d12 + 3 damage (crit 39 + 1d12). Miss: Half damage. Hit or Miss: The gnoll barbarian enters the
rage of the bloodhunt. Until the rage ends, the gnoll barbarian gains a +3 bonus to melee damage rolls if either the gnoll
barbarian or the gnoll barbarian’s target is bloodied.
- ○ Ferocious Charge (standard)
- The gnoll barbarian charges and deals an extra 2 damage on a successful attack.
- ○ Swift Charge (free)
- When the gnoll barbarian’s attack reduces an enemy to 0 hit points.
The gnoll barbarian charges an enemy.
- Blood Fury
- The gnoll barbarian gains a +2 bonus to damage rolls while bloodied.
- Rageblood Vigor
- Whenever the gnoll barbarian’s attack reduces an enemy to 0 hit points, the gnoll barbarian gains 3 temporary hit points.
- Barbarian Agility
- While the gnoll barbarian is not wearing heavy armor, the gnoll barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +5
Str 16 (+3); Dex 14 (+2); Wis 11 (+0);
Con 16 (+3); Int 10 (+0); Cha 13 (+1)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Thaneborn Barbarian [Level 1 Brute]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +5; low-light
HP 35; Bloodied 17
Healing Surges (+8 hp) ○
AC 16; Fortitude 15, Reflex 13, Will 12
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+5 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). When charging, the gnoll barbarian can use this power in place of a melee
basic attack. If the gnoll barbarian is raging, the gnoll barbarian can move 2 extra squares as part of the charge.
- ○ [M] Vault the Fallen (standard) ✦ Weapon
- Targets one or two creatures; +5 vs. AC; 1d12 + 1d6 + 3 damage (crit 21 + 1d12). If the gnoll barbarian targets two creatures,
the gnoll barbarian can shift 2 squares after the first attack.
- □ [C] Macetail’s Rage (standard) ✦ Rage, Weapon
- Close burst 1; targets visible enemies; +5 vs. Reflex; 1d12 + 3 damage (crit 15 + 1d12), and the gnoll barbarian knocks the
target prone. Miss: Half damage. Hit or Miss: The gnoll barbarian enters the rage of the macetail behemoth.
Until the rage ends, whenever the gnoll barbarian hits, the gnoll barbarian gains 3 temporary hit points.
- ○ Ferocious Charge (standard)
- The gnoll barbarian charges and deals an extra 2 damage on a successful attack.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the gnoll barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the gnoll barbarian’s next turn.
- Blood Fury
- The gnoll barbarian gains a +2 bonus to damage rolls while bloodied.
- Thaneborn Triumph
- Whenever the gnoll barbarian bloodies an enemy, the next attack by the gnoll barbarian or an ally against that enemy gains
a +2 bonus to the attack roll.
- Barbarian Agility
- While the gnoll barbarian is not wearing heavy armor, the gnoll barbarian gains a +1 bonus to AC and Reflex.
Skills Athletics +7, Perception +5
Str 16 (+3); Dex 14 (+2); Wis 11 (+0);
Con 15 (+2); Int 10 (+0); Cha 14 (+2)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Cunning Bard [Level 1 Controller (Leader)]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +5; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 14, Will 14
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +3 vs. Will; 1d6 + 3 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the gnoll
bard’s next turn.
- ○ [R] Blunder (standard) ✦ Charm
- Ranged 5; +3 vs. Will; 1d6 + 3 damage, and the gnoll bard slides the target 3 squares. During the slide, the gnoll bard or
one of the gnoll bard’s allies can make a melee basic attack against the target as a free action, with a +2 power bonus to
the attack roll.
- □ [R] Stirring Shout (standard) ✦ Healing, Psychic
- Ranged 10; +3 vs. Will; 2d6 + 3 psychic damage. Hit or Miss: Until the end of the encounter, whenever an ally hits
the target, that ally regains 3 hit points.
- ○ Ferocious Charge (standard)
- The gnoll bard charges and deals an extra 2 damage on a successful attack.
- ○○ Majestic Word (minor) ✦ Healing
- The gnoll bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can
only be used once per round. The gnoll bard can also slide the target 1 square.
- Blood Fury
- The gnoll bard gains a +2 bonus to damage rolls while bloodied.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 7 squares of the gnoll bard, the gnoll bard can slide that ally
1 square as a free action.
- Skill Versatility
- The gnoll bard gains a +1 bonus to untrained skill checks.
Skills Arcana +7, Bluff +8
Str 12 (+1); Dex 13 (+1); Wis 10 (+0);
Con 15 (+2); Int 14 (+2); Cha 16 (+3)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Gnoll Valorous Bard [Level 1 Controller (Leader)]
Medium natural humanoid [XP 100]
Initiative +1; Senses Perception +5; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 17; Fortitude 13, Reflex 13, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 1 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +6 vs. AC; 1d8 + 3 damage, and the target takes a –2 penalty to the defense of the gnoll bard’s choice until the end of the
gnoll bard’s next turn.
- ○ [C] Shout of Triumph (standard) ✦ Thunder
- Close blast 3; targets enemies; +3 vs. Fortitude; 1d6 + 3 thunder damage, and the target is pushed 3 squares. Hit or Miss:
The gnoll bard slides each ally in the blast 1 square.
- □ [M] Slayer’s Song (standard) ✦ Weapon
- +6 vs. AC; 2d8 + 3 damage, and the target grants combat advantage to the gnoll bard and the gnoll bard’s allies (save ends).
Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the gnoll bard hits an enemy, that
enemy grants combat advantage to the gnoll bard and the gnoll bard’s allies until the end of the gnoll bard’s next turn.
- ○ Ferocious Charge (standard)
- The gnoll bard charges and deals an extra 2 damage on a successful attack.
- ○○ Majestic Word (minor) ✦ Healing
- The gnoll bard or one ally within 5 squares can spend a healing surge and regain an additional 3 hit points. This power can
only be used once per round. The gnoll bard can also slide the target 1 square.
- Blood Fury
- The gnoll bard gains a +2 bonus to damage rolls while bloodied.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the gnoll bard reduces an enemy to 0 hit points or bloodies an enemy, the
gnoll bard can grant 4 temporary hit points to that ally as a free action.
- Skill Versatility
- The gnoll bard gains a +1 bonus to untrained skill checks.
Skills Arcana +6, Athletics +5
Str 12 (+1); Dex 13 (+1); Wis 10 (+0);
Con 16 (+3); Int 13 (+1); Cha 16 (+3)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Gnoll Guardian Druid [Level 1 Controller]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +3; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 16; Fortitude 13, Reflex 13, Will 14
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +3 vs. AC; 2d4 + 1 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +3 vs. Reflex; 1d8 + 3 damage, and the target is slowed until the end of the gnoll druid’s next turn. This power can be used
as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +3 vs. Fortitude; 1d6 cold damage, and the target slides 1 square.
- ○ [R] Frost Flash (standard) ✦ Cold
- Ranged 10; +3 vs. Fortitude; 1d6 + 6 cold damage, and the target is immobilized until the end of the gnoll druid’s next turn.
- □ [A] Fires of Life (standard) ✦ Fire, Healing
- Area burst 1 within 10; targets enemies; +3 vs. Reflex; 1d6 + 3 fire damage, and ongoing 5 fire damage (save ends). If the
target drops to 0 hit points before it saves against the ongoing damage, one creature of the gnoll druid’s choice within 5
squares of the target regains 8 hit points. Aftereffect: One creature of the gnoll druid’s choice within 5 squares
of the target regains 3 hit points. Miss: Half damage.
- ○ Ferocious Charge (standard)
- The gnoll druid charges and deals an extra 2 damage on a successful attack.
- ● Wild Shape (minor) ✦ Polymorph
- The gnoll druid changes from the gnoll druid’s humanoid form to beast form or vice versa. When the gnoll druid changes from
beast form back to the gnoll druid’s humanoid form, the gnoll druid shifts 1 square. While the gnoll druid is in beast form,
the gnoll druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the gnoll druid can sustain
such powers. The gnoll druid can use this power once per round.
- Blood Fury
- The gnoll druid gains a +2 bonus to damage rolls while bloodied.
- Primal Guardian
- While the gnoll druid is not wearing heavy armor, the gnoll druid can use the gnoll druid’s Constitution modifier in place
of the gnoll druid’s Dexterity or Intelligence modifier to determine the gnoll druid’s AC.
Skills Heal +8, Nature +8
Str 12 (+1); Dex 15 (+2); Wis 16 (+3);
Con 16 (+3); Int 11 (+0); Cha 10 (+0)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Predator Druid [Level 1 Controller]
Medium natural humanoid [XP 100]
Initiative +3; Senses Perception +8; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 16; Fortitude 12, Reflex 14, Will 14
Speed 8
- ● [m] Scythe (standard) ✦ Weapon
- +3 vs. AC; 2d4 + 1 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +3 vs. Reflex; 1d8 + 3 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +3 vs. Reflex; 1d6 fire damage, and the squares adjacent to the target become a fiery zone that lasts until the
end of the gnoll druid’s next turn. Any enemy that enters the zone or starts its turn there takes 3 fire damage.
- ○ [M] Darting Bite (standard) ✦ Beast Form
- Targets one or two creatures; +3 vs. Reflex; 1d10 + 3 damage. If at least one of the attacks hits, the gnoll druid can shift
3 squares.
- □ [C] Savage Frenzy (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +3 vs. Reflex; 1d6 + 3 damage, and the target is dazed and slowed (save ends both).
Miss: Half damage, and the target is slowed until the end of the gnoll druid’s next turn.
- ○ Ferocious Charge (standard)
- The gnoll druid charges and deals an extra 2 damage on a successful attack.
- ● Wild Shape (minor) ✦ Polymorph
- The gnoll druid changes from the gnoll druid’s humanoid form to beast form or vice versa. When the gnoll druid changes from
beast form back to the gnoll druid’s humanoid form, the gnoll druid shifts 1 square. While the gnoll druid is in beast form,
the gnoll druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the gnoll druid can sustain
such powers. The gnoll druid can use this power once per round.
- Blood Fury
- The gnoll druid gains a +2 bonus to damage rolls while bloodied.
- Primal Predator
- While the gnoll druid is not wearing heavy armor, the gnoll druid gains a +1 bonus to the gnoll druid’s speed.
Skills Nature +8, Perception +8
Str 12 (+1); Dex 16 (+3); Wis 16 (+3);
Con 15 (+2); Int 11 (+0); Cha 10 (+0)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Preserving Invoker [Level 1 Artillery]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +3; low-light
HP 27; Bloodied 13
Healing Surges (+6 hp) ○
AC 15; Fortitude 13, Reflex 13, Will 14
Speed 7
- ● [m] Morningstar (standard) ✦ Weapon
- +2 vs. AC; 1d10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +3 vs. Reflex; 1d8 + 3 radiant damage, and the gnoll invoker slides the target 1 square. The gnoll invoker can
use this power as a ranged basic attack.
- ○ [A] Blades of Astral Fire (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +3 vs. Reflex; 1d6 + 3 radiant damage. Hit or Miss: Each ally in the burst
gains a +3 power bonus to AC until the end of the gnoll invoker’s next turn.
- □ [C] Binding Invocation of Chains (standard)
- Close burst 10; targets enemies; +3 vs. Reflex; The target is slowed (save ends). Miss: The target is slowed until
the end of the gnoll invoker’s next turn.
- ○ Ferocious Charge (standard)
- The gnoll invoker charges and deals an extra 2 damage on a successful attack.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the gnoll invoker hits the gnoll invoker’s ally.
The gnoll invoker gains a +2 bonus to the gnoll invoker’s next attack roll against the triggering enemy if that attack occurs
before the end of the gnoll invoker’s next turn.
- Blood Fury
- The gnoll invoker gains a +2 bonus to damage rolls while bloodied.
- Covenant of Preservation
- When the gnoll invoker uses a divine encounter or daily attack power on the gnoll invoker’s turn, the gnoll invoker can slide
an ally within 10 squares of the gnoll invoker 1 square.
Skills Arcana +7, Religion +7
Str 10 (+0); Dex 14 (+2); Wis 16 (+3);
Con 15 (+2); Int 14 (+2); Cha 11 (+0)
Equipment hide armor, morningstar
-1 Level / +1 Level
Gnoll Wrathful Invoker [Level 1 Artillery]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +3; low-light
HP 28; Bloodied 14
Healing Surges (+7 hp) ○
AC 16; Fortitude 14, Reflex 13, Will 14
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +2 vs. AC; 1d10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +3 vs. Fortitude; 1d10 + 3 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+3 radiant damage. The gnoll invoker can use this power as a ranged basic attack.
- ○ [R] Thunder of Judgment (standard) ✦ Thunder
- Ranged 10; targets one, two, or three creatures; +3 vs. Fortitude; 1d6 + 3 thunder damage, or 2d6 + 3 thunder damage if the
gnoll invoker targets only one creature. In addition, the target is dazed until the end of the gnoll invoker’s next turn and
is pushed 3 squares.
- □ [R] Purging Flame (standard) ✦ Fire
- Ranged 10; +3 vs. Reflex; 1d10 + 3 fire damage, and ongoing 10 fire damage (save ends). Miss: Half damage, and ongoing
5 fire damage (save ends).
- ○ Ferocious Charge (standard)
- The gnoll invoker charges and deals an extra 2 damage on a successful attack.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the gnoll invoker hits the gnoll invoker.
The triggering enemy takes 3 radiant damage and is pushed 2 squares.
- Blood Fury
- The gnoll invoker gains a +2 bonus to damage rolls while bloodied.
- Covenant of Wrath
- When the gnoll invoker uses a divine encounter or daily attack power on the gnoll invoker’s turn, the gnoll invoker gains
a bonus to the damage roll equal to 1 for each enemy the gnoll invoker attacks with the power.
Skills Endurance +7, Religion +6
Str 10 (+0); Dex 14 (+2); Wis 16 (+3);
Con 16 (+3); Int 13 (+1); Cha 11 (+0)
Equipment chainmail, morningstar
-1 Level / +1 Level
Gnoll Bear Shaman [Level 1 Controller (Leader)]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +8; low-light
HP 32; Bloodied 16
Healing Surges (+8 hp) ○
AC 14; Fortitude 14, Reflex 12, Will 14
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +2 vs. AC; 1d10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Will; 1d8 + 3 damage, and each ally adjacent to the gnoll shaman’s spirit companion gains 3 temporary
hit points.
- ○ [R] Thunder Bear’s Warding (standard) ✦ Thunder
- Ranged 5; +3 vs. Fortitude; 1d6 + 3 thunder damage, and until the end of the gnoll shaman’s next turn, the gnoll shaman and
the gnoll shaman’s allies gain 3 resistance to all damage while adjacent to the gnoll shaman’s spirit companion. In addition,
the gnoll shaman or one ally within 5 squares of the gnoll shaman gains 3 temporary hit points.
- □ [C] Spirit of the Healing Flood (standard) ✦ Healing
- Close burst 5; targets enemies; +3 vs. Fortitude; 1d8 + 3 damage. Miss: Half damage. Hit or Miss: Until the
end of the encounter, the gnoll shaman and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a
character can end this effect on himself or herself to regain 10 hit points.
- ○ Ferocious Charge (standard)
- The gnoll shaman charges and deals an extra 2 damage on a successful attack.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The gnoll shaman conjures the gnoll shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the gnoll shaman falls unconscious or until the gnoll shaman dismisses it as a minor action. The spirit occupies 1 square.
Enemies cannot move through its space, but allies can. When the gnoll shaman takes a move action, the gnoll shaman can also
move the spirit a number of squares equal to the gnoll shaman’s speed.
The spirit can be targeted by melee or ranged
attacks, although it lacks hit points. If a single melee or ranged attack deals 10 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The gnoll shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the gnoll
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the gnoll shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 3 damage. Hit or Miss: One ally within 5 squares of the gnoll shaman’s spirit
companion regains 3 hit points.
- Blood Fury
- The gnoll shaman gains a +2 bonus to damage rolls while bloodied.
- Protector Spirit
- Any ally adjacent to the gnoll shaman’s spirit companion regains 3 additional hit points when he or she uses second wind or
when the gnoll shaman uses a healing power on him or her.
Skills Nature +8, Perception +8
Str 11 (+0); Dex 14 (+2); Wis 16 (+3);
Con 16 (+3); Int 13 (+1); Cha 10 (+0)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Panther Shaman [Level 1 Controller (Leader)]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +8; low-light
HP 31; Bloodied 15
Healing Surges (+7 hp) ○
AC 14; Fortitude 13, Reflex 12, Will 14
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +2 vs. AC; 1d10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +3 vs. Fortitude; 1d10 + 3 damage, and until the end of the gnoll shaman’s next turn, the gnoll shaman’s spirit
companion can flank with the gnoll shaman and the gnoll shaman’s allies. If the target is bloodied, the gnoll shaman gains
a +1 bonus to the attack roll.
- ○ [R] Twin Panthers (standard)
- Ranged 5; two attacks against one or two creatures; +3 vs. Reflex; 1d8 + 3 damage. If the target is bloodied, the gnoll shaman
gains a +2 bonus to the attack roll. Hit: Until the end of the gnoll shaman’s next turn, the gnoll shaman and the gnoll
shaman’s allies have combat advantage when making melee attacks against any enemy adjacent to the gnoll shaman’s spirit companion.
- □ [C] Wrath of the Spirit World (standard) ✦ Psychic
- Close burst 2; targets enemies in burst and each enemy adjacent to the gnoll shaman’s spirit companion; +3 vs. Will; 3d6 +
3 psychic damage, and the gnoll shaman knocks the target prone. Miss: Half damage.
- ○ Ferocious Charge (standard)
- The gnoll shaman charges and deals an extra 2 damage on a successful attack.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The gnoll shaman conjures the gnoll shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts until
the gnoll shaman falls unconscious or until the gnoll shaman dismisses it as a minor action. The spirit occupies 1 square.
Enemies cannot move through its space, but allies can. When the gnoll shaman takes a move action, the gnoll shaman can also
move the spirit a number of squares equal to the gnoll shaman’s speed.
The spirit can be targeted by melee or ranged
attacks, although it lacks hit points. If a single melee or ranged attack deals 10 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 5 damage. Otherwise, the spirit is unaffected by the attack.
- ○○ Healing Spirit (minor) ✦ Healing
- The gnoll shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the gnoll
shaman’s spirit companion, other than the target, regains 1d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the gnoll shaman’s spirit companion without shifting.
Targets triggering enemy; +3 vs. Reflex; 1d10 + 3 damage.
- Blood Fury
- The gnoll shaman gains a +2 bonus to damage rolls while bloodied.
- Stalker Spirit
- Any ally adjacent to the gnoll shaman’s spirit companion gains a +2 bonus to damage rolls against bloodied enemies.
Skills Nature +8, Perception +8
Str 11 (+0); Dex 14 (+2); Wis 16 (+3);
Con 15 (+2); Int 14 (+2); Cha 10 (+0)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Chaos Sorcerer [Level 1 Artillery]
Medium natural humanoid [XP 100]
Initiative +3; Senses Perception +0; low-light
HP 26; Bloodied 13
Healing Surges (+6 hp) ○
AC 13; Fortitude 12, Reflex 13, Will 15
Speed 7
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +6 vs. AC; 1d4 + 3 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +3 vs. Will; 1d10 + 6 psychic damage and if the gnoll sorcerer rolled an even number for the primary attack roll,
make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack:
+3 vs. Will; 1d6 + 3 psychic damage. If the gnoll sorcerer rolled an even number for the secondary attack roll, repeat the
secondary attack. The gnoll sorcerer can attack a creature only once with a single use of this power.
- ○ [C] Bedeviling Burst (standard) ✦ Psychic
- Close burst 3; targets one or two creatures; +3 vs. Will; 1d10 + 6 psychic damage, and the target is pushed 3 squares. If
the gnoll sorcerer rolled an even number on the attack roll, the target slides instead of being pushed.
- □ [R] Dazzling Ray (standard) ✦ Radiant
- Ranged 10; +3 vs. Will; 6d6 + 6 radiant damage and if the gnoll sorcerer rolled an even number on the attack roll, the target
takes a -3 penalty to attack rolls against the gnoll sorcerer (save ends). Miss: Half damage.
- ○ Ferocious Charge (standard)
- The gnoll sorcerer charges and deals an extra 2 damage on a successful attack.
- Blood Fury
- The gnoll sorcerer gains a +2 bonus to damage rolls while bloodied.
- Chaos Power
- The gnoll sorcerer gains a +3 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the gnoll sorcerer rolls a natural 20 on an attack roll for an arcane power, the gnoll sorcerer slides the target 1 square
and knock it prone after applying the attack’s other effects. When the gnoll sorcerer rolls a natural 1 on an attack roll
for an arcane power, the gnoll sorcerer must push each creature within 5 squares of the gnoll sorcerer 1 square.
Skills Arcana +5, Bluff +8
Str 13 (+1); Dex 16 (+3); Wis 10 (+0);
Con 14 (+2); Int 11 (+0); Cha 16 (+3)
Equipment cloth armor, dagger
-1 Level / +1 Level
Gnoll Dragon Sorcerer [Level 1 Skirmisher]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +0; low-light
HP 30; Bloodied 15
Healing Surges (+7 hp) ○
AC 12; Fortitude 12, Reflex 12, Will 15
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +4 vs. AC; 1d8 + 2 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +3 vs. Reflex; 1d8 + 5 fire damage. The next enemy that hits the gnoll sorcerer with a melee attack before
the end of the gnoll sorcerer’s next turn takes 2 fire damage.
- ○ [C] Tempest Breath (standard) ✦ Acid
- Close blast 3; +3 vs. Reflex; 2d6 + 5 acid damage, and the target can’t gain combat advantage against any creature until the
end of the gnoll sorcerer’s next turn. The gnoll sorcerer gains concealment until the end of the gnoll sorcerer’s next turn.
- □ [C] Lightning Breath (standard) ✦ Lightning
- Close blast 3; +3 vs. Reflex; 3d8 + 5 lightning damage. Miss: Half damage. Hit or Miss: Until the end of the
gnoll sorcerer’s next turn, whenever an enemy hits the gnoll sorcerer with a melee attack, the gnoll sorcerer pushes that
enemy 1 square and the enemy takes 5 lightning damage. Sustain Minor: The effect persists.
- ○ Ferocious Charge (standard)
- The gnoll sorcerer charges and deals an extra 2 damage on a successful attack.
- Blood Fury
- The gnoll sorcerer gains a +2 bonus to damage rolls while bloodied.
- Draconic Power
- The gnoll sorcerer gains a +2 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the gnoll sorcerer is not wearing heavy armor, the gnoll sorcerer can use the gnoll sorcerer’s Strength modifier in
place of the gnoll sorcerer’s Dexterity or Intelligence modifier to determine the gnoll sorcerer’s AC.
Skills Arcana +5, Athletics +7
Str 14 (+2); Dex 15 (+2); Wis 10 (+0);
Con 14 (+2); Int 11 (+0); Cha 16 (+3)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Gnoll Earth Warden [Level 1 Brute]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +6; low-light
HP 36; Bloodied 18
Healing Surges (+9 hp) ○
AC 18; Fortitude 14, Reflex 14, Will 12
Speed 7
- ● [m] Battleaxe (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 3 damage, and the gnoll warden gains a +1 power bonus to AC until the end of the gnoll warden’s next turn.
- ○ [M] Thunder Ram Assault (standard) ✦ Thunder, Weapon
- +5 vs. AC; 1d10 + 3 thunder damage, and the gnoll warden pushes the target 3 squares. Make a secondary attack. Secondary
Attack: Close blast 3; +5 vs. Fortitude; 1d6 thunder damage, and the gnoll warden pushes the secondary target 1 square.
- ○ Ferocious Charge (standard)
- The gnoll warden charges and deals an extra 2 damage on a successful attack.
- □ Form of the Willow Sentinel (minor) ✦ Polymorph
- The gnoll warden assumes the guardian form of the willow sentinel until the end of the encounter. While the gnoll warden is
in this form, the gnoll warden can negate being pulled, pushed, or slid. In addition, any ally gains a +2 power bonus to Fortitude
while adjacent to the gnoll warden. Once during this encounter, the gnoll warden can make the following attack while the gnoll
warden is in this form as an immediate interrupt when an enemy adjacent to the gnoll warden makes an attack roll against the
gnoll warden’s ally.
Secondary Attack: Targets the triggering enemy; +5 vs. AC; 1d10 + 3 damage, and the target
takes a –4 penalty to the triggering attack roll. Miss: Half damage, and the target takes a –2 penalty to the triggering
attack roll.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the gnoll warden that is within 5 squares of the gnoll warden makes an attack that does not include
the gnoll warden as a target.
Targets the triggering enemy; The gnoll warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- Blood Fury
- The gnoll warden gains a +2 bonus to damage rolls while bloodied.
- Earthstrength
- When the gnoll warden uses the gnoll warden’s second wind, the gnoll warden gains an additional +3 bonus to AC. The bonus
lasts until the end of the gnoll warden’s next turn.
- Font of Life
- At the start of the gnoll warden’s turn, the gnoll warden can make a saving throw against one effect that a save can end.
On a save, the effect immediately ends, preventing it from affecting the gnoll warden on the gnoll warden’s current turn.
If the gnoll warden fails the saving throw, the gnoll warden still makes a saving throw against the effect at the end of the
gnoll warden’s turn.
- Nature’s Wrath
- Once during each of the gnoll warden’s turns, the gnoll warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the gnoll warden’s next turn.
Skills Athletics +5, Perception +6
Str 16 (+3); Dex 14 (+2); Wis 13 (+1);
Con 16 (+3); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Gnoll Wild Warden [Level 1 Brute]
Medium natural humanoid [XP 100]
Initiative +2; Senses Perception +7; low-light
HP 35; Bloodied 17
Healing Surges (+8 hp) ○
AC 15; Fortitude 14, Reflex 12, Will 13
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +5 vs. AC; 1d6 + 3 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +5 vs. AC; 1d12 + 3 damage (crit 15 + 1d12), and the target is slowed until the end of the gnoll warden’s next turn.
- ○ [M] Wildblood Frenzy (standard) ✦ Weapon
- Two attacks against one or two targets; +5 vs. AC; 1d12 + 5 damage (crit 17 + 1d12).
- ○ Ferocious Charge (standard)
- The gnoll warden charges and deals an extra 2 damage on a successful attack.
- □ Form of the Relentless Panther (minor) ✦ Polymorph
- The gnoll warden assumes the guardian form of the relentless panther until the end of the encounter. While the gnoll warden
is in this form, the gnoll warden gains a +2 bonus to Reflex and a +1 bonus to attack rolls against enemies marked by the
gnoll warden. In addition, the gnoll warden can shift 2 squares as a move action. Once during this encounter, the gnoll warden
can make the following attack while the gnoll warden is in this form as a standard action.
Secondary Attack:
Before the attack, the gnoll warden shifts the gnoll warden’s speed; +5 vs. Reflex; 2d12 + 3 damage (crit 27 + 1d12), and
ongoing 5 damage (save ends). Miss: Half damage, and ongoing 2 damage (save ends).
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the gnoll warden makes an attack that does not include the gnoll warden as a target.
Targets the triggering enemy; +5 vs. Fortitude; 1d12 + 3 damage (crit 15 + 1d12), and the target grants combat advantage to
the gnoll warden and the gnoll warden’s allies until the end of the gnoll warden’s next turn.
- Blood Fury
- The gnoll warden gains a +2 bonus to damage rolls while bloodied.
- Wildblood
- When the gnoll warden uses the gnoll warden’s second wind, each enemy marked by the gnoll warden takes an additional -2 penalty
to attack rolls for attacks that don’t include the gnoll warden as a target, until the end of the gnoll warden’s next turn.
- Font of Life
- At the start of the gnoll warden’s turn, the gnoll warden can make a saving throw against one effect that a save can end.
On a save, the effect immediately ends, preventing it from affecting the gnoll warden on the gnoll warden’s current turn.
If the gnoll warden fails the saving throw, the gnoll warden still makes a saving throw against the effect at the end of the
gnoll warden’s turn.
- Nature’s Wrath
- Once during each of the gnoll warden’s turns, the gnoll warden can mark each adjacent enemy as a free action. This mark lasts
until the end of the gnoll warden’s next turn.
Skills Athletics +7, Perception +7
Str 16 (+3); Dex 14 (+2); Wis 14 (+2);
Con 15 (+2); Int 10 (+0); Cha 11 (+0)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.