Gnoll NPCs [Level 5]
Gnoll Battle Cleric [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +4; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 14, Will 17
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 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] Split the Sky (standard) ✦ Thunder, Weapon
- +8 vs. Fortitude; 1d10 + 4 thunder damage, and the target is pushed 2 squares and knock it prone.
- ○ Ferocious Charge (standard)
- The gnoll cleric charges and deals an extra 2 damage on a successful attack.
- □ Bless (standard)
- The gnoll cleric and each ally within 20 squares gain a +1 power bonus to attack rolls until the end of the encounter.
- ○○ 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.
- □ Weapon of the Gods (minor) ✦ Radiant, Weapon
- One weapon touched by the gnoll cleric is blessed. Until the end of the encounter, all attacks made with the weapon deal an
extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a –2 penalty to AC until the end of the weapon wielder’s
next turn.
- ○ 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 +9, Religion +7
Str 17 (+5); Dex 13 (+3); Wis 15 (+4);
Con 14 (+4); Int 10 (+2); Cha 13 (+3)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Devoted Cleric [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +5; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 14, Will 18
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +6 vs. AC; 1d10 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +6 vs. Reflex; 1d8 + 4 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.
- ○ [R] Daunting Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 2d10 + 4 radiant damage. Hit or Miss: One ally the gnoll cleric can see gains combat advantage
against the target until the end of the gnoll cleric’s next turn.
- □ [R] Spiritual Weapon (standard) ✦ Conjuration
- Ranged 10; +6 vs. AC; 1d10 + 4 damage. The gnoll cleric conjures a weapon that appears in the target’s square and attacks.
Hit or Miss: The gnoll cleric’s allies gain combat advantage against the target. The gnoll cleric can move the weapon
up to 10 squares to another enemy’s square as a move action. The weapon lasts until the end of the gnoll cleric’s next turn.
Sustain Minor: Repeat the attack. The gnoll cleric’s allies continue to gain combat advantage against the weapon’s
target.
- ○ Ferocious Charge (standard)
- The gnoll cleric charges and deals an extra 2 damage on a successful attack.
- □ Cure Light Wounds (standard) ✦ Healing
- The gnoll cleric or one creature touched by the gnoll cleric regains hit points as if spending a healing surge.
- ○○ 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 +10, Religion +7
Str 13 (+3); Dex 13 (+3); Wis 17 (+5);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Greatweapon Fighter [Level 5 Soldier]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +3; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 20; Fortitude 18, Reflex 15, Will 14
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12). Miss: 3 damage.
- ○ [M] Crushing Blow (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 7 damage (crit 31 + 1d12).
- □ [M] Dizzying Blow (standard) ✦ Reliable, Weapon
- +8 vs. AC; 3d12 + 4 damage (crit 40 + 1d12), and the target is immobilized (save ends). Miss: The power is not expended.
- ○ Ferocious Charge (standard)
- The gnoll fighter charges and deals an extra 2 damage on a successful attack.
- □ Unstoppable (minor) ✦ Healing
- The gnoll fighter gains 2d6 + 3 temporary hit points.
- 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 +10, Intimidate +9
Str 17 (+5); Dex 15 (+4); Wis 12 (+3);
Con 17 (+5); Int 10 (+2); Cha 11 (+2)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Gnoll Guardian Fighter [Level 5 Soldier]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +3; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 22; Fortitude 18, Reflex 18, Will 14
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+9 vs. AC; 1d8 + 4 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] Dance of Steel (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 4 damage, and the target is immobilized until the end of the gnoll fighter’s next turn.
- □ [M] Crack the Shell (standard) ✦ Reliable, Weapon
- +9 vs. AC; 2d8 + 4 damage, and the target takes ongoing 5 damage and a –2 penalty to AC (save ends both). Miss: The power is not expended.
- ○ Ferocious Charge (standard)
- The gnoll fighter charges and deals an extra 2 damage on a successful attack.
- ○ Get Over Here (move)
- The gnoll fighter slides one willing adjacent ally 2 squares to a square that is adjacent to the gnoll fighter.
- 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 +8, Intimidate +9
Str 17 (+5); Dex 17 (+5); Wis 12 (+3);
Con 15 (+4); Int 10 (+2); Cha 11 (+2)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Avenging Paladin [Level 5 Soldier]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +3; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 21; Fortitude 17, Reflex 15, Will 16
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +9 vs. AC; 1d10 + 4 radiant damage. If the gnoll paladin has marked the target, the gnoll paladin gains a +1 bonus to the
damage roll.
- ○ [M] Arcing Smite (standard) ✦ Weapon
- +9 vs. AC against one or two targets; 1d10 + 4 damage, and the target is marked until the end of the gnoll paladin’s next
turn.
- □ [M] Martyr’s Retribution (standard) ✦ Radiant, Weapon
- The gnoll paladin must spend a healing surge without regaining any hit points.
+9 vs. AC; 4d10 + 4 radiant damage. Miss: Half damage.
- ○ Ferocious Charge (standard)
- The gnoll paladin charges and deals an extra 2 damage on a successful attack.
- □ Sacred Circle (standard) ✦ Zone
- Close burst 3. The burst creates a zone that, until the end of the encounter, gives the gnoll paladin and allies within it
a +1 power bonus to AC.
- ● 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 +11, Religion +7
Str 17 (+5); Dex 13 (+3); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Gnoll Protecting Paladin [Level 5 Soldier]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +3; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 23; Fortitude 16, Reflex 17, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +7 vs. AC; 1d6 + 3 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage, and the gnoll paladin gains 1 temporary hit points.
- ○ [M] Invigorating Smite (standard) ✦ Healing, Weapon
- +9 vs. Will; 2d8 + 4 damage. If the gnoll paladin is bloodied, the gnoll paladin regains 6 hit points. Bloodied allies within
5 squares of the gnoll paladin also regain 6 hit points.
- □ [C] Hallowed Circle (standard) ✦ Zone
- Close burst 3; targets enemies; +6 vs. Reflex; 2d6 + 4 damage. Hit or Miss: The burst creates a zone of bright light
that lasts until the end of the encounter. The gnoll paladin and the gnoll paladin’s allies gain a +1 power bonus to all defenses
while within the zone.
- ○ 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.
- □ Martyr’s Blessing (immediate interrupt)
- When an adjacent ally is hit by a melee or a ranged attack.
The gnoll paladin is hit by the attack instead.
- Blood Fury
- The gnoll paladin gains a +2 bonus to damage rolls while bloodied.
Skills Intimidate +12, Religion +7
Str 15 (+4); Dex 13 (+3); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 17 (+5)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Archer Ranger [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +6; Senses Perception +8; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 20; Fortitude 16, Reflex 18, Will 14
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +8 vs. AC; 1d8 + 3 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 3 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +9 vs. AC; 1d10 + 5 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +8/+8 vs. AC; 1d8 + 1 damage (main)/1d6 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +9 vs. AC (twice); 1d10 + 1 damage.
- □ [R] Splintering Shot (standard) ✦ Weapon
- Ranged 20/40; +9 vs. AC; 3d10 + 5 damage, and the target takes a –2 penalty to attack rolls until the end of the encounter.
Miss: Half damage, and the target takes a –1 penalty to attack rolls until the end of the encounter.
- ○ 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.
- ○ [M/R] Disruptive Strike (immediate interrupt) ✦ Weapon
- When the gnoll ranger or an ally is attacked by a creature.
Targets the attacking creature.
Longsword: +8 vs. AC; 1d8 + 3 damage.
Longbow: Ranged 20/40; +9
vs. AC; 1d10 + 5 damage.
Hit: The target takes a -4 penalty to its attack roll for the triggering attack.
- ○ Yield Ground (immediate reaction)
- When an enemy damages the gnoll ranger with a melee attack.
The gnoll ranger can shift 1 square. The gnoll ranger gains a +2 power bonus to all defenses until the end of the gnoll ranger’s
next turn.
- 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 +8, Stealth +10
Str 15 (+4); Dex 19 (+6); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Gnoll Two-Blade Ranger [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +8; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 19; Fortitude 17, Reflex 17, Will 14
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +8 vs. AC; 1d10 + 4 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 1 damage (main)/1d8 + 1 damage
(off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 1 damage.
- ○ [M/R] Cut and Run (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +9/+9 vs. AC; 1d8 + 4 damage (main)/1d8 + 4 damage
(off-hand).
Longbow: Ranged 20/40; +8 vs. AC (twice); 1d10 + 4 damage.
After the first or the second
attack, the gnoll ranger can shift 2 squares.
- □ [M] Two-Wolf Pounce (standard) ✦ Weapon
- The gnoll ranger can shift 2 squares before making this attack. Two attacks on one creature.
Longsword (main):
+9 vs. AC; 2d8 + 4 damage.
Longsword (off hand): +9 vs. AC; 1d8 + 4 damage.
Hit or Miss: After
attacking the primary target, the gnoll ranger can shift 2 squares and make a secondary attack against a different creature.
Secondary Attack: +9 vs. AC; 1d8 + 4 damage (off-hand).
- ○ 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.
- ○ Unbalancing Parry (immediate reaction) ✦ Weapon
- When an adjacent enemy misses the gnoll ranger with a melee attack.
The gnoll ranger slides the enemy into a square adjacent to the gnoll ranger and gain combat advantage against it until the
end of the gnoll ranger’s next turn.
- 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 +8, Perception +8
Str 17 (+5); Dex 17 (+5); Wis 13 (+3);
Con 14 (+4); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Gnoll Brawny Rogue [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +6; Senses Perception +2; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 19, Will 14
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +8 vs. AC; 1d6 + 3 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +10 vs. AC; 1d6 + 5 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +10 vs. Reflex; 1d6 + 5 damage.
- ○ [M] Setup Strike (standard) ✦ Weapon
- +10 vs. AC; 2d6 + 5 damage, and the target grants combat advantage to the gnoll rogue until the end of the gnoll rogue’s next
turn.
- □ [M] Deep Cut (standard) ✦ Weapon
- +10 vs. Fortitude; 2d6 + 5 damage, and ongoing 7 damage (save ends). Miss: Half damage, and no ongoing damage.
- ○ Ferocious Charge (standard)
- The gnoll rogue charges and deals an extra 2 damage on a successful attack.
- ○ Tumble (move)
- The gnoll rogue can shift a number of squares equal to one-half the gnoll rogue’s speed.
- 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 +11, Thievery +11
Str 15 (+4); Dex 19 (+6); Wis 11 (+2);
Con 14 (+4); Int 10 (+2); Cha 13 (+3)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Gnoll Trickster Rogue [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +6; Senses Perception +7; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 19, Will 15
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +7 vs. AC; 1d6 + 2 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +10 vs. AC; 1d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 1d6 + 5 damage.
The gnoll rogue can move 2 squares before the attack.
- ○ [M/R] Trickster’s Blade (standard) ✦ Weapon
- Short Sword: +10 vs. AC; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. AC; 2d6 + 5 damage.
Hit: Add +2 to the gnoll rogue’s AC until the start of the gnoll rogue’s next turn.
- □ [M/R] Walking Wounded (standard) ✦ Weapon
- Short Sword: +10 vs. Fortitude; 2d6 + 5 damage.
Hand Crossbow: Ranged 10/20; +9 vs. Fortitude; 2d6 +
5 damage.
Hit: The target is knocked prone. Until the end of the encounter, if the target moves more than half
its speed in a single action, it falls prone at the end of its movement. Miss: Half damage, and the target is not knocked
prone.
- ○ Ferocious Charge (standard)
- The gnoll rogue charges and deals an extra 2 damage on a successful attack.
- ● Fleeting Ghost (move)
- The gnoll rogue can move at full speed and make a Stealth check without the normal penalty from movement.
- 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 +11, Thievery +11
Str 13 (+3); Dex 19 (+6); Wis 11 (+2);
Con 14 (+4); Int 10 (+2); Cha 15 (+4)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Gnoll Fey-Pact Warlock [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +3; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 15, Reflex 16, Will 17
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +6 vs. Reflex; 1d10 + 4 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the gnoll warlock is invisible to the target until the start of the gnoll
warlock’s next turn.
- ○ [C] Otherwind Stride (standard) ✦ Teleportation
- Close burst 1; +6 vs. Fortitude; 1d8 + 4 damage, and the target is immobilized until the end of the gnoll warlock’s next turn.
Hit or Miss: The gnoll warlock teleports 7 squares.
- □ [R] Crown of Madness (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 2d6 + 4 psychic damage. Miss: Half damage. Hit or Miss, Sustain Minor: The target makes
a melee basic attack against one of its adjacent allies of the gnoll warlock’s choice (save ends).
- ○ Ferocious Charge (standard)
- The gnoll warlock charges and deals an extra 2 damage on a successful attack.
- ○ Ethereal Stride (move) ✦ Teleportation
- The gnoll warlock can teleport 3 squares, and the gnoll warlock gains a +2 power bonus to all defenses until the end of the
gnoll warlock’s next turn.
- ● 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 +9, Bluff +10
Str 10 (+2); Dex 13 (+3); Wis 12 (+3);
Con 15 (+4); Int 15 (+4); Cha 17 (+5)
Equipment leather armor, spear
-1 Level / +1 Level
Gnoll Infernal-Pact Warlock [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +2; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 15
Speed 7
- ● [m] Mace (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +7 vs. Reflex; 1d6 + 5 fire damage. If the gnoll warlock takes damage before the end of the gnoll warlock’s next
turn, the target takes an extra 1d6 + 5 fire damage.
- ○ [R] Fiery Bolt (standard) ✦ Fire
- Ranged 10; +7 vs. Reflex; 3d6 + 5 fire damage, and creatures adjacent to the target take 1d6 + 7 fire damage.
- □ [A] Avernian Eruption (standard) ✦ Fire
- Area burst 1 within 10; +7 vs. Reflex; 2d10 + 5 fire damage. Hit or Miss: The targets take 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.
- □ Fiendish Resilience (minor)
- The gnoll warlock gains 6 temporary hit points.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The gnoll warlock gains 5 temporary hit points.
- Blood Fury
- The gnoll warlock gains a +2 bonus to damage rolls while bloodied.
Skills Arcana +9, Intimidate +10
Str 10 (+2); Dex 14 (+4); Wis 11 (+2);
Con 19 (+6); Int 15 (+4); Cha 13 (+3)
Equipment leather armor, mace
-1 Level / +1 Level
Gnoll Star-Pact Warlock [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +2; low-light
HP 67; Bloodied 33
Healing Surges (+16 hp) ○
AC 17; Fortitude 17, Reflex 16, Will 16
Speed 7
- ● [m] Sickle (standard) ✦ Weapon
- +5 vs. AC; 1d6 + 1 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +7 vs. Reflex; 1d10 + 5 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +7 vs. Fortitude; 1d6 + 5 radiant damage. If the target moves nearer to the gnoll warlock on its next turn, it
takes an extra 1d6 + 5 damage.
- ○ [R] Frigid Darkness (standard) ✦ Cold, Fear
- Ranged 10; +7 vs. Fortitude; 2d8 + 5 cold damage, and the target grants combat advantage to the gnoll warlock and any allies
until the end of the gnoll warlock’s next turn. Hit or Miss: The target takes a -1 penalty to AC until the end of
the gnoll warlock’s next turn.
- □ [A] Hunger of Hadar (standard) ✦ Necrotic, Zone
- Area burst 1 within 10. The burst creates a zone of darkness until the end of the gnoll warlock’s next turn, blocking line
of sight. Creatures that enter the zone or start their turns there take 2d10 + 1 necrotic damage. Sustain Minor: Make
a secondary attack against each creature within the zone. Secondary Attack: +7 vs. Fortitude; 1d6 + 5 necrotic damage.
- ○ Ferocious Charge (standard)
- The gnoll warlock charges and deals an extra 2 damage on a successful attack.
- ○ Ethereal Stride (move) ✦ Teleportation
- The gnoll warlock can teleport 3 squares, and the gnoll warlock gains a +2 power bonus to all defenses until the end of the
gnoll warlock’s next turn.
- ● 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 +8, Insight +7
Str 10 (+2); Dex 14 (+4); Wis 11 (+2);
Con 19 (+6); Int 13 (+3); Cha 15 (+4)
Equipment leather armor, sickle
-1 Level / +1 Level
Gnoll Inspiring Warlord [Level 5 Soldier (Leader)]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +2; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 14, Will 16
Speed 6
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +8 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] Warlord’s Strike (standard) ✦ Weapon
- +8 vs. AC; 2d10 + 4 damage, and all of the gnoll warlord’s allies gain a +3 bonus to damage rolls against the target until
the end of the gnoll warlord’s next turn.
- □ [M] Stand the Fallen (standard) ✦ Healing, Weapon
- +8 vs. AC; 3d10 + 4 damage. Hit or Miss: Each ally within 10 squares can spend a healing surge and regains additional
2 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.
- ○ Shake It Off (minor)
- The gnoll warlord or one ally within 10 squares makes a saving throw with a +2 power bonus.
- 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 4 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 +7, History +8
Str 17 (+5); Dex 13 (+3); Wis 10 (+2);
Con 14 (+4); Int 13 (+3); Cha 15 (+4)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Gnoll Tactical Warlord [Level 5 Soldier (Leader)]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +2; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 17, Reflex 16, Will 15
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 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] Steel Monsoon (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 4 damage, and 2 allies within 5 squares of the gnoll warlord can shift 1 square.
- □ [M] Villain’s Nightmare (standard) ✦ Weapon
- +9 vs. Reflex; 3d8 + 4 damage. Hit or Miss: Until the end of the encounter, when the gnoll warlord is adjacent to the
target and it walks or runs, the gnoll warlord can cancel that movement as an immediate interrupt.
- ○ Ferocious Charge (standard)
- The gnoll warlord charges and deals an extra 2 damage on a successful attack.
- ○ Knight’s Move (move)
- One ally within 10 squares takes a move action as a free action.
- ○○ 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 +7, History +9
Str 17 (+5); Dex 13 (+3); Wis 10 (+2);
Con 14 (+4); Int 15 (+4); Cha 13 (+3)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Gnoll Control Wizard [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +4; low-light
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 17
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +6 vs. Fortitude; 1d6 + 4 cold damage, and the target is slowed until the end of the gnoll wizard’s next turn.
- ○ [C] Color Spray (standard) ✦ Radiant
- Close blast 5; +6 vs. Will; 1d6 + 4 radiant damage, and the target is dazed until the end of the gnoll wizard’s next turn.
- □ [A] Stinking Cloud (standard) ✦ Poison, Zone
- Area burst 2 within 20; +6 vs. Fortitude; 1d10 + 4 poison damage. Hit or Miss: The burst creates a zone of poisonous
vapor that blocks line of sight until the end of the gnoll wizard’s next turn. Creatures that enter the zone or start their
turns there take 1d10 + 4 poison damage. As a move action, the gnoll wizard can move the zone up to 6 squares. Sustain
Minor: The zone persists.
- ○ 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.
- ○ Shield (immediate interrupt) ✦ Force
- When the gnoll wizard is hit by an attack.
The gnoll wizard gains a +4 power bonus to AC and Reflex defense 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 +10, Insight +9
Str 10 (+2); Dex 15 (+4); Wis 15 (+4);
Con 14 (+4); Int 17 (+5); Cha 11 (+2)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Gnoll War Wizard [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +3; low-light
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 16
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +5 vs. AC; 1d8 + 1 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +6 vs. Reflex; 1d6 + 4 fire damage.
- ○ [A] Shock Sphere (standard) ✦ Lightning
- Area burst 2 within 10; +6 vs. Reflex; 2d6 + 4 lightning damage.
- □ [A] Fireball (standard) ✦ Fire
- Area burst 3 within 20; +6 vs. Reflex; 3d6 + 4 fire damage. Miss: Half damage.
- ○ 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.
- ○ Shield (immediate interrupt) ✦ Force
- When the gnoll wizard is hit by an attack.
The gnoll wizard gains a +4 power bonus to AC and Reflex defense 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 +10, History +10
Str 10 (+2); Dex 17 (+5); Wis 13 (+3);
Con 14 (+4); Int 17 (+5); Cha 11 (+2)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Gnoll Isolating Avenger [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +5; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +6 vs. AC; 1d6 + 2 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 damage, and the gnoll avenger shifts 1 square, sliding the target 1 square into the space the gnoll avenger
occupied.
- ○ [M] Halo of Fire (standard) ✦ Fire, Weapon
- +9 vs. AC; 2d10 + 4 fire damage, and until the end of the gnoll avenger’s next turn, any enemy that ends its turn adjacent
to the target takes 7 fire damage.
- □ [M] Executioner’s Cloak (standard) ✦ Illusion, Weapon
- +9 vs. AC; 2d10 + 4 damage, and the gnoll avenger is invisible to the target (save ends). Aftereffect: The gnoll avenger
is invisible to the target until the end of the gnoll avenger’s next turn. Miss: Half damage, and the gnoll avenger
is invisible to the target until the end of the gnoll avenger’s next turn.
- ○ 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.
- ○ Refocus Enmity (minor)
- Choose one creature the gnoll avenger can see within 10 squares. The target becomes the target of the gnoll avenger’s oath
of enmity, replacing the current target.
- ○ [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 +8, Religion +9
Str 13 (+3); Dex 13 (+3); Wis 17 (+5);
Con 14 (+4); Int 15 (+4); Cha 10 (+2)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Gnoll Pursuing Avenger [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +5; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 16, Reflex 17, Will 17
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +7 vs. AC; 1d10 + 2 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +8 vs. AC; 1d8 + 4 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 4 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] Sequestering Strike (standard) ✦ Teleportation, Weapon
- +9 vs. AC; 2d10 + 4 damage, and the gnoll avenger teleports the target 4 squares. The gnoll avenger then teleports to a space
adjacent to the target.
- □ [R] Oath of Consuming Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 2d10 + Wisdom radiant damage. Whenever the gnoll avenger hits the target with a divine power, the
target takes 1d6 extra radiant damage (save ends). Aftereffect: Whenever the gnoll avenger hits the target with a divine
power, the target takes 1d4 extra radiant damage (save ends). Miss: Half damage. Whenever the gnoll avenger hits the
target with a divine power, the target takes 1d4 extra radiant damage (save ends).
- ○ Ferocious Charge (standard)
- The gnoll avenger charges and deals an extra 2 damage on a successful attack.
- ○ Distracting Flare (move)
- The gnoll avenger becomes invisible and moves the gnoll avenger’s speed. The gnoll avenger is invisible until the end of the
movement.
- ○ [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 +7, Stealth +10
Str 13 (+3); Dex 17 (+5); Wis 17 (+5);
Con 14 (+4); Int 11 (+2); Cha 10 (+2)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Gnoll Rageblood Barbarian [Level 5 Brute]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +7; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 19; Fortitude 18, Reflex 16, Will 14
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d8 + 4 damage (crit 24 + 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] Blade Sweep (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12), and each enemy adjacent to the gnoll barbarian takes 3 damage.
- □ [M] Silver Phoenix Rage (standard) ✦ Fire, Healing, Rage, Weapon
- +8 vs. AC; 2d12 + 4 fire damage (crit 28 + 1d12), and ongoing 5 fire damage (save ends). Miss: Half damage. Hit
or Miss: The gnoll barbarian enters the rage of the silver phoenix. Until the rage ends, the gnoll barbarian gains regeneration
3. In addition, the first time the gnoll barbarian drops to 0 hit points or fewer, the gnoll barbarian can spend a healing
surge as an immediate interrupt.
- ○ Ferocious Charge (standard)
- The gnoll barbarian charges and deals an extra 2 damage on a successful attack.
- □ Primal Vitality (minor)
- The gnoll barbarian gains 5 temporary hit points. If the gnoll barbarian is raging, the gnoll barbarian instead gains 8 temporary
hit points.
- ○ 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 +9, Perception +7
Str 17 (+5); Dex 14 (+4); Wis 11 (+2);
Con 17 (+5); Int 10 (+2); Cha 13 (+3)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Thaneborn Barbarian [Level 5 Brute]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +7; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 19; Fortitude 18, Reflex 16, Will 15
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+8 vs. AC; 1d12 + 1d6 + 4 damage (crit 22 + 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] Daring Charge (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). When charging, the gnoll barbarian can use this power in place of a melee basic
attack. If the gnoll barbarian charges, the gnoll barbarian gains a +2 bonus to the attack roll and the damage roll for each
opportunity attack made against the gnoll barbarian while the gnoll barbarian charges. The gnoll barbarian gains a +2 bonus
to AC against any opportunity attack the gnoll barbarian provokes during the gnoll barbarian’s charge.
- □ [M] Frost Wolf Rage (standard) ✦ Cold, Rage, Weapon
- Before the attack, the target can make a melee basic attack against the gnoll barbarian as a free action. If it does so, the
gnoll barbarian’s attack deals 1d12 damage extra cold damage.
+8 vs. AC; 3d12 + 4 cold damage (crit 40 + 1d12). Miss:
Half damage. Hit or Miss: The gnoll barbarian enters the rage of the frost wolf. Until the rage ends, any enemy that
hits the gnoll barbarian with a melee attack takes 5 cold damage.
- ○ Ferocious Charge (standard)
- The gnoll barbarian charges and deals an extra 2 damage on a successful attack.
- ○ Combat Sprint (move)
- The gnoll barbarian moves the gnoll barbarian’s speed + 4. The gnoll barbarian gains a +4 bonus to all defenses against any
opportunity attack the gnoll barbarian provoke with this movement.
- ○ [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 +9, Perception +7
Str 17 (+5); Dex 14 (+4); Wis 11 (+2);
Con 15 (+4); Int 10 (+2); Cha 15 (+4)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Cunning Bard [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +7; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 17
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +6 vs. Will; 1d6 + 4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the gnoll
bard’s next turn.
- ○ [M] Cunning Ferocity (standard) ✦ Weapon
- +9 vs. Reflex; 1d8 + 4 damage, and each ally within 5 squares of the gnoll bard gains a +3 bonus to damage rolls against the
target until the end of the gnoll bard’s next turn.
- □ [R] Song of Discord (standard) ✦ Charm
- Ranged 10; +6 vs. Will; the target is dominated until the end of the gnoll bard’s next turn. Hit or Miss: The target
makes a basic attack against an enemy of the gnoll bard’s choice as a free action.
- ○ 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.
- □ Song of Defense (minor) ✦ Zone
- Close burst 5; the burst creates a zone of bolstering song that lasts until the end of the gnoll bard’s next turn. When the
gnoll bard moves, the zone moves with the gnoll bard, remaining centered on the gnoll bard. While within the zone, any ally
gains a +1 power bonus to AC. Sustain Minor: The zone persists.
- 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 +9, Bluff +10
Str 12 (+3); Dex 13 (+3); Wis 10 (+2);
Con 15 (+4); Int 15 (+4); Cha 17 (+5)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Gnoll Valorous Bard [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +3; Senses Perception +7; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 20; Fortitude 16, Reflex 16, Will 17
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 2 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 4 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.
- ○ [M] Charger’s Call (standard) ✦ Weapon
- +9 vs. AC; 2d8 + 4 damage, and each ally within 5 squares of the gnoll bard gains a +4 bonus to attack rolls while charging
until the end of the gnoll bard’s next turn.
- □ [C] Satire of Bravery (standard) ✦ Psychic
- Close blast 3; targets enemies; +6 vs. Will; 2d6 + 4 psychic damage, and the target is affected by the gnoll bard’s satire
of bravery (save ends). While the target is affected by the satire, if the target ends its turn closer to the gnoll bard than
where it started its turn, the target takes 1d6 + 4 psychic damage and is dazed until the end of its next turn. Miss:
Half damage. Hit or Miss: The gnoll bard pushes the target 3 squares.
- ○ 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.
- □ Song of Courage (minor) ✦ Zone
- Close burst 5; the burst creates a zone of inspirational shouts that lasts until the end of the gnoll bard’s next turn. When
the gnoll bard moves, the zone moves with the gnoll bard, remaining centered on the gnoll bard. While within the zone, any
ally gains a +1 power bonus to attack rolls. Sustain Minor: The zone persists.
- 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 +8, Athletics +7
Str 12 (+3); Dex 13 (+3); Wis 10 (+2);
Con 17 (+5); Int 13 (+3); Cha 17 (+5)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Gnoll Guardian Druid [Level 5 Controller]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +5; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 19; Fortitude 16, Reflex 16, Will 17
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +6 vs. AC; 2d4 + 2 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 4 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; +6 vs. Fortitude; 1d6 + 1 cold damage, and the target slides 1 square.
- ○ [C] Tundra Wind (standard) ✦ Cold
- Close blast 3; +6 vs. Fortitude; 2d6 + 4 cold damage, the target is pushed 3 squares and is knocked prone.
- □ [A] Wall of Thorns (standard) ✦ Conjuration
- Area wall 8 within 10. The gnoll druid conjures a wall of thorny, writhing vines. The wall can be up to 4 squares high and
must be on a solid surface, and it lasts until the end of the gnoll druid’s next turn. The wall provides cover. A creature’s
line of sight through a wall square is blocked unless the creature is adjacent to that square. Entering a wall square costs
3 extra squares of movement. If a creature enters the wall’s space or starts its turn there, that creature takes 1d10 + 4
damage and ongoing 5 damage (save ends). Sustain Minor: The wall persists.
- ○ 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.
- ○ Barkskin (minor)
- The gnoll druid or one ally with 5 squares gains a +3 power bonus to AC until the end of the gnoll druid’s next turn.
- 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 +10, Nature +10
Str 12 (+3); Dex 15 (+4); Wis 17 (+5);
Con 17 (+5); Int 11 (+2); Cha 10 (+2)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Predator Druid [Level 5 Controller]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +10; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 19; Fortitude 15, Reflex 17, Will 17
Speed 8
- ● [m] Scythe (standard) ✦ Weapon
- +6 vs. AC; 2d4 + 2 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +6 vs. Reflex; 1d8 + 4 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; +6 vs. Reflex; 1d6 + 1 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] Predator’s Flurry (standard) ✦ Beast Form
- +6 vs. Reflex; 1d6 + 4 damage, and the primary target is dazed until the end of the gnoll druid’s next turn. Hit or Miss:
The gnoll druid shifts 3 squares and then make a secondary attack against one creature other than the primary target. Secondary
Attack: +6 vs. Reflex; 1d6 + 4 damage, and the secondary target is dazed until the end of the gnoll druid’s next turn.
- □ [C] Roar of Terror (standard) ✦ Beast Form, Fear, Psychic
- Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is dazed (save ends). Miss: Half damage, and the
target is dazed 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.
- □ Fleet Pursuit (minor) ✦ Beast Form
- Until the end of the encounter, the gnoll druid gains a +3 power bonus to the gnoll druid’s speed while the gnoll druid is
in beast form.
- 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 +10, Perception +10
Str 12 (+3); Dex 17 (+5); Wis 17 (+5);
Con 15 (+4); Int 11 (+2); Cha 10 (+2)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Preserving Invoker [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +5; low-light
HP 51; Bloodied 25
Healing Surges (+12 hp) ○
AC 18; Fortitude 16, Reflex 16, Will 17
Speed 7
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +6 vs. Reflex; 1d8 + 4 radiant damage, and the gnoll invoker slides the target 1 square. The gnoll invoker can
use this power as a ranged basic attack.
- ○ [R] Offering of Justice (standard) ✦ Radiant
- Ranged 10; if the target attacks the gnoll invoker or the gnoll invoker’s allies before the end of its next turn, the target
takes 2d10 + 4 radiant damage at the end of that turn. If the target doesn’t attack the gnoll invoker or the gnoll invoker’s
allies before the end of its next turn, the target instead gains 5 temporary hit points at the end of that turn.
- □ [A] Searing Orb (standard) ✦ Radiant
- Area burst 1 within 10; +6 vs. Fortitude; 1d8 + 4 radiant damage, and the target is blinded (save ends). The target is also
dazed until the end of the gnoll invoker’s next turn. Miss: Half damage, and the target is blinded 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.
- ○ Divine Call (minor)
- One or two allies within 10 squares are pulled 3 squares.
- ○ 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 +9, Religion +9
Str 10 (+2); Dex 14 (+4); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 11 (+2)
Equipment hide armor, morningstar
-1 Level / +1 Level
Gnoll Wrathful Invoker [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +5; low-light
HP 53; Bloodied 26
Healing Surges (+13 hp) ○
AC 19; Fortitude 17, Reflex 16, Will 17
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +5 vs. AC; 1d10 + 1 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +6 vs. Fortitude; 1d10 + 4 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.
- ○ [A] Chains of Carceri (standard)
- Area burst 1 within 10; +6 vs. Reflex; 2d8 + 4 damage, and the target is slowed until the end of the gnoll invoker’s next
turn.
- □ [C] Icon of Terror (standard) ✦ Fear, Psychic
- Close blast 5; +6 vs. Will; 2d6 + 4 psychic damage, and the target is pushed 3 squares. Miss: Half damage, and the
target is pushed 1 square.
- ○ 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.
- □ Shroud of Warning (no action)
- When the gnoll invoker and the gnoll invoker’s allies roll initiative at the beginning of an encounter.
The gnoll invoker and each ally in within 10 squares gains a +3 bonus to the initiative check.
- 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 +9, Religion +8
Str 10 (+2); Dex 14 (+4); Wis 17 (+5);
Con 17 (+5); Int 13 (+3); Cha 11 (+2)
Equipment chainmail, morningstar
-1 Level / +1 Level
Gnoll Bear Shaman [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +10; low-light
HP 65; Bloodied 32
Healing Surges (+16 hp) ○
AC 17; Fortitude 17, Reflex 15, Will 17
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +5 vs. AC; 1d10 + 1 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Will; 1d8 + 4 damage, and each ally adjacent to the gnoll shaman’s spirit companion gains 3 temporary
hit points.
- ○ [M] Spring Renewal Strike (standard) ✦ Healing, Spirit
- Spirit melee 1; +6 vs. Fortitude; 2d8 + 4 damage, and one ally adjacent to the gnoll shaman’s spirit companion can spend a
healing surge and regains 3 additional hit points.
- □ [R] War Chieftain’s Blessing (standard)
- Ranged 10; +6 vs. Will; 2d10 + 4 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, the
gnoll shaman and the gnoll shaman’s allies gain a +2 bonus to attack rolls against the target.
- ○ Ferocious Charge (standard)
- The gnoll shaman charges and deals an extra 2 damage on a successful attack.
- □ Spirit of Life (standard) ✦ Healing
- One ally within 10 squares regains hit points as if he or she had spent a healing surge.
- ● 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 12 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 7 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; +6 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 +10, Perception +10
Str 11 (+2); Dex 14 (+4); Wis 17 (+5);
Con 17 (+5); Int 13 (+3); Cha 10 (+2)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Panther Shaman [Level 5 Controller (Leader)]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +10; low-light
HP 63; Bloodied 31
Healing Surges (+15 hp) ○
AC 17; Fortitude 16, Reflex 15, Will 17
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +5 vs. AC; 1d10 + 1 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +6 vs. Fortitude; 1d10 + 4 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] Lightning Panther Spirit (standard) ✦ Lightning
- Ranged 5; +6 vs. Reflex; 1d10 + 4 lightning damage, until the end of the gnoll shaman’s next turn, any ally adjacent to the
gnoll shaman’s spirit companion can shift as a minor action. In addition, until the end of the gnoll shaman’s next turn, any
ally ignores difficult terrain in the gnoll shaman’s spirit companion’s space and in squares adjacent to it.
- □ [C] Earthrage Spirit (standard)
- Close blast 5; targets enemies; +6 vs. Reflex; 2d6 + 4 damage, and the gnoll shaman knocks the target prone. Miss:
Half damage. Hit or Miss: Each target drops prone whenever it is hit by an attack (save ends).
- ○ 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 12 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 7 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.
- □ Spirits of Battle (minor) ✦ Zone
- Area burst 5 within 10; the burst creates a zone filled with ancestral spirits that lasts until the end of the encounter.
While within the zone, the gnoll shaman’s allies gain a +1 bonus to attack rolls.
- ● [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; +6 vs. Reflex; 1d10 + 4 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 +10, Perception +10
Str 11 (+2); Dex 14 (+4); Wis 17 (+5);
Con 15 (+4); Int 15 (+4); Cha 10 (+2)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Chaos Sorcerer [Level 5 Artillery]
Medium natural humanoid [XP 200]
Initiative +5; Senses Perception +2; low-light
HP 50; Bloodied 25
Healing Surges (+12 hp) ○
AC 16; Fortitude 15, Reflex 16, Will 18
Speed 7
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +9 vs. AC; 1d4 + 4 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +6 vs. Will; 1d10 + 7 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:
+6 vs. Will; 1d6 + 4 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.
- ○ [R] Spectral Claw (standard) ✦ Force
- Ranged 10; +6 vs. Fortitude; 1d8 + 7 force damage, and the target is immobilized until the end of the gnoll sorcerer’s next
turn. If the gnoll sorcerer rolled an even number on the attack roll, the gnoll sorcerer slides the target 3 squares.
- □ [R] Serpentine Blast (standard) ✦ Lightning
- Ranged 10; +6 vs. Reflex; 3d10 + 7 lightning damage. Miss: Half damage. The attack ignores cover and concealment, but
not superior cover or total concealment.
- ○ Ferocious Charge (standard)
- The gnoll sorcerer charges and deals an extra 2 damage on a successful attack.
- ○ Stretch Spell (minor)
- Until the end of the gnoll sorcerer’s turn, add +3 to the range of the gnoll sorcerer’s ranged arcane powers.
- 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 +7, Bluff +10
Str 13 (+3); Dex 17 (+5); Wis 10 (+2);
Con 14 (+4); Int 11 (+2); Cha 17 (+5)
Equipment cloth armor, dagger
-1 Level / +1 Level
Gnoll Dragon Sorcerer [Level 5 Skirmisher]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +2; low-light
HP 62; Bloodied 31
Healing Surges (+15 hp) ○
AC 15; Fortitude 15, Reflex 15, Will 18
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +7 vs. AC; 1d8 + 3 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +6 vs. Reflex; 1d8 + 6 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] Poisonous Exhalation (standard) ✦ Poison
- Close blast 3; +6 vs. Fortitude; 2d8 + 6 poison damage, and the target takes a –2 penalty to Fortitude until the end of the
gnoll sorcerer’s next turn.
- □ [C] Thunder Leap (standard) ✦ Thunder
- Close burst 1; +6 vs. Fortitude; 2d6 + 6 thunder damage. Hit or Miss: The gnoll sorcerer jumps a number of squares
equal to the gnoll sorcerer’s speed + 3. This movement does not provoke opportunity attacks. Then make a secondary attack
against each creature in the burst. Secondary Attack: +6 vs. Fortitude; 2d6 + 3 thunder damage, and the gnoll sorcerer
pushes the secondary target 1 square.
- ○ Ferocious Charge (standard)
- The gnoll sorcerer charges and deals an extra 2 damage on a successful attack.
- ○ Dragonflame Mantle (immediate interrupt) ✦ Fire
- When the gnoll sorcerer is hit by an attack.
Until the end of the gnoll sorcerer’s next turn, the gnoll sorcerer gains a +1 power bonus to all defenses, and any creature
that hits the gnoll sorcerer with a melee attack takes 1d6 + 3 fire damage.
- 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 +7, Athletics +9
Str 15 (+4); Dex 15 (+4); Wis 10 (+2);
Con 14 (+4); Int 11 (+2); Cha 17 (+5)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Gnoll Earth Warden [Level 5 Brute]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +8; low-light
HP 77; Bloodied 38
Healing Surges (+19 hp) ○
AC 21; Fortitude 17, Reflex 17, Will 15
Speed 7
- ● [m] Battleaxe (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, and the gnoll warden gains a +1 power bonus to AC until the end of the gnoll warden’s next turn.
- ○ [M] Earthgrasp Strike (standard) ✦ Weapon
- +8 vs. AC; 1d10 + 4 damage, and the gnoll warden knocks the target prone. The target can’t stand up until the end of the gnoll
warden’s next turn, and the first time it stands up before the end of the encounter, it takes 1d10 + 4 damage.
- □ [M] Thunder Step (standard) ✦ Teleportation, Thunder, Weapon
- Before the attack, the gnoll warden teleports 5 squares. +8 vs. Reflex; 2d10 + 4 thunder damage, and the target is dazed (save
ends). Miss: Half damage, and the target is dazed until the end of the gnoll warden’s next turn.
- ○ Ferocious Charge (standard)
- The gnoll warden charges and deals an extra 2 damage on a successful attack.
- □ Nature’s Abundance (standard) ✦ Zone
- Close burst 3; the burst creates a zone of plants that lasts until the end of the encounter. The gnoll warden and the gnoll
warden’s allies have cover while within the zone.
- ● [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 +7, Perception +8
Str 17 (+5); Dex 14 (+4); Wis 13 (+3);
Con 17 (+5); Int 10 (+2); Cha 11 (+2)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Gnoll Wild Warden [Level 5 Brute]
Medium natural humanoid [XP 200]
Initiative +4; Senses Perception +9; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 18; Fortitude 17, Reflex 15, Will 16
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +8 vs. AC; 1d6 + 4 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +8 vs. AC; 1d12 + 4 damage (crit 16 + 1d12), and the target is slowed until the end of the gnoll warden’s next turn.
- ○ [M] Predatory Guardian (standard) ✦ Weapon
- +8 vs. AC; 2d12 + 4 damage (crit 28 + 1d12). If the target shifts before the start of the gnoll warden’s next turn, the gnoll
warden shifts 3 squares as an immediate reaction.
- □ [C] Hail of Thorns (standard) ✦ Poison, Weapon
- Close blast 3; targets creatures the gnoll warden can see; +8 vs. Reflex; 1d12 + 4 poison damage (crit 16 + 1d12), and the
target takes ongoing 5 poison damage and is slowed (save ends both). Miss: Half damage, and the target is slowed (save
ends).
- ○ Ferocious Charge (standard)
- The gnoll warden charges and deals an extra 2 damage on a successful attack.
- ○ Eyes of the Hawk (minor)
- The gnoll warden makes a Perception check with a +10 power bonus.
- ● [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; +8 vs. Fortitude; 1d12 + 4 damage (crit 16 + 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 +9, Perception +9
Str 17 (+5); Dex 14 (+4); Wis 15 (+4);
Con 15 (+4); Int 10 (+2); Cha 11 (+2)
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.