Gnoll NPCs [Level 9]
Gnoll Battle Cleric [Level 9 Controller (Leader)]
Medium natural humanoid [XP 400]
Initiative +5; Senses Perception +7; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 21, Reflex 18, Will 22
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage, and one ally within 5 squares gains a +4 power bonus to melee attack rolls against the target
until the end of the gnoll cleric’s next turn.
- ○ [M] Awe Strike (standard) ✦ Fear, Weapon
- +13 vs. Will; 1d10 + 7 damage, and the target is immobilized until the end of the gnoll cleric’s next turn.
- □ [C] Divine Power (standard) ✦ Healing, Radiant, Weapon
- Close burst 2; targets visible enemies; +13 vs. Fortitude; 2d10 + 7 radiant damage, and the target is pushed 1 square. Hit
or Miss: Until the end of the encounter, the gnoll cleric gains regeneration 5, and the gnoll cleric and each ally within
the burst gain a +2 power bonus to AC.
- ○ Ferocious Charge (standard)
- The gnoll cleric charges and deals an extra 2 damage on a successful attack.
- □ Cure Serious Wounds (standard) ✦ Healing
- The gnoll cleric or one creature touched by the gnoll cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The gnoll cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 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 +12, Religion +9
Str 18 (+8); Dex 13 (+5); Wis 16 (+7);
Con 14 (+6); Int 10 (+4); Cha 13 (+5)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Devoted Cleric [Level 9 Controller (Leader)]
Medium natural humanoid [XP 400]
Initiative +5; Senses Perception +8; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 19, Reflex 18, Will 23
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +10 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +11 vs. Reflex; 1d8 + 7 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] Break the Spirit (standard) ✦ Charm, Radiant
- Ranged 10; +11 vs. Will; 2d8 + 7 radiant damage, and the target takes a -3 penalty to attack rolls until the end of the gnoll
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +11 vs. Reflex; 2d10 + 7 fire damage, and ongoing 9 fire damage (save ends). Miss:
Half damage, and no ongoing fire damage.
- ○ Ferocious Charge (standard)
- The gnoll cleric charges and deals an extra 2 damage on a successful attack.
- □ Cure Serious Wounds (standard) ✦ Healing
- The gnoll cleric or one creature touched by the gnoll cleric regains hit points as if spending two healing surges.
- ○○ Healing Word (minor) ✦ Healing
- The gnoll cleric or one ally within 5 squares can spend a healing surge and regain an additional 2d6 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 +13, Religion +9
Str 13 (+5); Dex 13 (+5); Wis 18 (+8);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Greatweapon Fighter [Level 9 Soldier]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +5; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 23, Reflex 19, Will 18
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12). Miss: 4 damage.
- ○ [C] Come and Get It (standard) ✦ Weapon
- Close burst 3; targets visible enemies. Each target is pulled 2 squares to a space adjacent to the gnoll fighter. A target
that cannot end adjacent to the gnoll fighter is not pulled. The gnoll fighter then makes a close attack targeting each adjacent
enemy: +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the gnoll fighter slides the target
1 square. Miss: Half damage.
- ○ Ferocious Charge (standard)
- The gnoll fighter charges and deals an extra 2 damage on a successful attack.
- □ Defensive Training (minor) ✦ Stance
- The gnoll fighter gains a +2 power bonus to the gnoll fighter’s Fortitude, Reflex, or Will defense. Stance: This power lasts until the end of the encounter or until the gnoll fighter uses another stance power.
- 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 +13, Intimidate +11
Str 18 (+8); Dex 15 (+6); Wis 12 (+5);
Con 18 (+8); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Gnoll Guardian Fighter [Level 9 Soldier]
Medium natural humanoid [XP 400]
Initiative +8; Senses Perception +5; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 26; Fortitude 23, Reflex 23, Will 18
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+14 vs. AC; 1d8 + 7 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] Iron Bulwark (standard) ✦ Weapon
- +14 vs. AC; 2d8 + 7 damage. Hit or Miss: The gnoll fighter gains a +2 power bonus to AC until the end of the gnoll
fighter’s next turn.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +14 vs. AC; 3d8 + 7 damage, and the target is slowed (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.
- ○ Unbreakable (immediate reaction)
- When the gnoll fighter is hit by an attack.
Reduce the damage from the attack by 7.
- 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 +10, Intimidate +11
Str 18 (+8); Dex 18 (+8); Wis 12 (+5);
Con 15 (+6); Int 10 (+4); Cha 11 (+4)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Avenging Paladin [Level 9 Soldier]
Medium natural humanoid [XP 400]
Initiative +5; Senses Perception +5; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 25; Fortitude 22, Reflex 19, Will 21
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +14 vs. AC; 1d10 + 7 radiant damage. If the gnoll paladin has marked the target, the gnoll paladin gains a +1 bonus to the
damage roll.
- ○ [M] Thunder Smite (standard) ✦ Thunder, Weapon
- +14 vs. AC; 2d10 + 7 thunder damage, and the target is knocked prone. If the target is marked by the gnoll paladin, the attack
can score a critical hit on a roll of 19–20.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +10 vs. Will; 2d8 + 6 radiant damage. Hit or Miss: The targets are weakened (save ends).
- ○ 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.
- □ Wrath of the Gods (minor)
- The gnoll paladin and each adjacent ally add +3 to damage rolls until the end of the encounter.
- Blood Fury
- The gnoll paladin gains a +2 bonus to damage rolls while bloodied.
Skills Intimidate +14, Religion +9
Str 18 (+8); Dex 13 (+5); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Gnoll Protecting Paladin [Level 9 Soldier]
Medium natural humanoid [XP 400]
Initiative +5; Senses Perception +5; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 27; Fortitude 21, Reflex 21, Will 22
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +12 vs. AC; 1d6 + 6 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage, and the gnoll paladin gains 1 temporary hit points.
- ○ [R] Beckon Foe (standard)
- Ranged 5; +11 vs. Will; 2d10 + 7 damage, and the target is pulled 1 square.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +11 vs. Fortitude; 1d10 + 7 radiant damage, and the target is pushed 3 squares. Sustain Minor:
Repeat the secondary attack (the primary target is the same each time). Miss: Half damage, and no secondary attack.
- ○ 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 7 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.
- □ Divine Bodyguard (minor)
- Choose an ally within 5 squares. The gnoll paladin takes half that ally’s damage until the end of the encounter or until the
gnoll paladin ends the effect as a free action. No power or effect can reduce the damage the gnoll paladin takes from this
power.
- Blood Fury
- The gnoll paladin gains a +2 bonus to damage rolls while bloodied.
Skills Intimidate +15, Religion +9
Str 16 (+7); Dex 13 (+5); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 18 (+8)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Archer Ranger [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +9; Senses Perception +10; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 25; Fortitude 21, Reflex 23, Will 18
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 6 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +14 vs. AC; 1d10 + 8 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +13/+13 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +14 vs. AC (twice); 1d10 + 3 damage.
- ○ [R] Spikes of the Manticore (standard) ✦ Weapon
- Ranged 20/40; one attack each on one or two creatures; +14 vs. AC; 2d10 + 8 damage (first shot) and 1d10 + 8 damage (second
shot).
- □ [M/R] Attacks on the Run (standard) ✦ Weapon
- The gnoll ranger can move at full speed. At any point during the move, the gnoll ranger can make two attacks.
Longsword:
+13 vs. AC; 3d8 + 6 damage.
Longbow: Ranged 20/40; +14 vs. AC; 3d10 + 8 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.
- ○ Weave through the Fray (immediate interrupt)
- When an enemy moves adjacent to the gnoll ranger.
The gnoll ranger can shift 1 square.
- 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 +10, Stealth +13
Str 16 (+7); Dex 20 (+9); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Gnoll Two-Blade Ranger [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +8; Senses Perception +10; low-light
HP 99; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 22, Reflex 22, Will 18
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +13 vs. AC; 1d10 + 7 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +14/+14 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage
(off-hand).
Longbow: Ranged 20/40; +13 vs. AC (twice); 1d10 + 3 damage.
- ○ [M] Claws of the Griffon (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword (main): +14 vs. AC; 2d8 + 7 damage.
Longsword (off
hand): +14 vs. AC; 1d8 + 7 damage.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +14 vs. AC; 2d8 + 7 damage. Miss: Half damage.
- ○ 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.
- □ Evade Ambush (no action)
- At the start of a surprise round in which any allies are surprised, the gnoll ranger can use this power to allow one ally
to avoid being surprised.
- 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 +10, Perception +10
Str 18 (+8); Dex 18 (+8); Wis 13 (+5);
Con 14 (+6); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Gnoll Brawny Rogue [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +9; Senses Perception +4; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 20, Reflex 24, Will 18
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 6 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +15 vs. AC; 1d6 + 8 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +15 vs. Reflex; 1d6 + 8 damage.
- ○ [M] Imperiling Strike (standard) ✦ Weapon
- +15 vs. Fortitude; 1d6 + 8 damage, and the target takes a –1 penalty to AC and Reflex defense until the end of the gnoll rogue’s
next turn.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +15 vs. Fortitude; 2d6 + 8 damage, and the target takes ongoing 8 damage and grants combat advantage to the gnoll rogue (save
ends both). Miss: Half damage, and no ongoing damage.
- ○ Ferocious Charge (standard)
- The gnoll rogue charges and deals an extra 2 damage on a successful attack.
- ○ Ignoble Escape (move)
- If the gnoll rogue is marked, end that condition. The gnoll rogue can shift a number of squares equal to 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 +14, Thievery +14
Str 16 (+7); Dex 20 (+9); Wis 11 (+4);
Con 14 (+6); Int 10 (+4); Cha 13 (+5)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Gnoll Trickster Rogue [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +9; Senses Perception +9; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 24, Will 20
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +11 vs. AC; 1d6 + 4 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +15 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
The gnoll rogue can move 2 squares before the attack.
- ○ [M/R] Rogue’s Luck (standard) ✦ Weapon
- Short Sword: +15 vs. AC; 2d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 2d6 + 8 damage.
Miss: Make a secondary attack against the target.
Short Sword: +15 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +14 vs. AC; 1d6 + 8 damage.
- □ [M] Knockout (standard) ✦ Weapon
- +15 vs. Fortitude; 2d6 + 8 damage, and the target is knocked unconscious (save ends). If the unconscious target takes any
damage, it is no longer unconscious. Miss: Half damage, and the target is dazed 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.
- ● Chameleon (immediate interrupt)
- When the gnoll rogue is hidden and loses cover or concealment against an opponent.
The gnoll rogue makes a Stealth check. Until the end of the gnoll rogue’s next turn, the gnoll rogue remains hidden from a
creature with a clear line of sight to the gnoll rogue if that creature does not beat the gnoll rogue’s check result with
its Perception check. If at the end of the gnoll rogue’s next turn, the gnoll rogue is not behind cover or concealment against
a creature, that creature automatically notices the gnoll rogue.
- 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 +14, Thievery +14
Str 13 (+5); Dex 20 (+9); Wis 11 (+4);
Con 14 (+6); Int 10 (+4); Cha 16 (+7)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Gnoll Fey-Pact Warlock [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +5; Senses Perception +5; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 19, Reflex 21, Will 22
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +11 vs. Will; 1d6 + 7 psychic damage, and the gnoll warlock is invisible to the target until the start of the gnoll
warlock’s next turn.
- ○ [R] Mire the Mind (standard) ✦ Illusion, Psychic
- Ranged 10; +11 vs. Will; 1d10 + 7 psychic damage, and the gnoll warlock and all allies in range are invisible to the target
until the end of the gnoll warlock’s next turn. Hit or Miss: The gnoll warlock gains a +3 power bonus to Stealth checks
until the end of the encounter.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +11 vs. Reflex; 2d8 + 7 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 3 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 3 cold damage. If the target saves, the gnoll warlock can
no longer sustain this power.
- ○ 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Blood Fury
- The gnoll warlock gains a +2 bonus to damage rolls while bloodied.
Skills Arcana +12, Bluff +13
Str 10 (+4); Dex 13 (+5); Wis 12 (+5);
Con 15 (+6); Int 16 (+7); Cha 18 (+8)
Equipment leather armor, spear
-1 Level / +1 Level
Gnoll Infernal-Pact Warlock [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +4; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 22; Fortitude 22, Reflex 21, Will 19
Speed 7
- ● [m] Mace (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 8 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +12 vs. Reflex; 1d6 + 8 fire damage. If the gnoll warlock takes damage before the end of the gnoll warlock’s next
turn, the target takes an extra 1d6 + 8 fire damage.
- ○ [C] Howl of Doom (standard) ✦ Fear, Thunder
- Close blast 3; +12 vs. Fortitude; 2d6 + 8 thunder damage, and the target is pushed 4 squares.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +12 vs. Reflex; 3d10 + 8 damage, and the target is immobilized (save ends). Miss: Half damage, and the target
is not immobilized.
- ○ 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.
- □ Shroud of Black Steel (minor) ✦ Polymorph
- The gnoll warlock’s skin changes into living steel. The gnoll warlock gains a +2 power bonus to AC and Fortitude defense but
take a –2 penalty to speed until the end of the encounter. The gnoll warlock can end this effect as a minor action.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The gnoll warlock gains 9 temporary hit points.
- Blood Fury
- The gnoll warlock gains a +2 bonus to damage rolls while bloodied.
Skills Arcana +12, Intimidate +12
Str 10 (+4); Dex 14 (+6); Wis 11 (+4);
Con 20 (+9); Int 16 (+7); Cha 13 (+5)
Equipment leather armor, mace
-1 Level / +1 Level
Gnoll Star-Pact Warlock [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +4; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○
AC 21; Fortitude 22, Reflex 20, Will 21
Speed 7
- ● [m] Sickle (standard) ✦ Weapon
- +9 vs. AC; 1d6 + 3 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +12 vs. Reflex; 1d10 + 8 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +12 vs. Fortitude; 1d6 + 8 radiant damage. If the target moves nearer to the gnoll warlock on its next turn, it
takes an extra 1d6 + 8 damage.
- ○ [R] Sign of Ill Omen (standard)
- Ranged 10; +10 vs. Will; 2d6 + 6 damage, and the target must roll twice for its next attack and use the lower of the two rolls.
When the target rolls twice, it takes a -1 penalty to both rolls.
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +12 vs. Will; 2d10 + 8 psychic damage, and the gnoll warlock teleports the target to an unoccupied square within
3 squares of the gnoll warlock. Sustain Minor: Make a +12 vs. Will attack against the target. On a hit, the gnoll
warlock teleports the target to an unoccupied square within 3 squares of the gnoll warlock. On a miss, the effect 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.
- □ Dark One’s Own Luck (free)
- Reroll one attack roll, skill check, ability check, or saving throw, using the higher of the two results.
- Blood Fury
- The gnoll warlock gains a +2 bonus to damage rolls while bloodied.
Skills Arcana +10, Insight +9
Str 10 (+4); Dex 14 (+6); Wis 11 (+4);
Con 20 (+9); Int 13 (+5); Cha 16 (+7)
Equipment leather armor, sickle
-1 Level / +1 Level
Gnoll Inspiring Warlord [Level 9 Soldier (Leader)]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +4; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 22, Reflex 18, Will 21
Speed 6
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +13 vs. Fortitude; 4 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 +3 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] Sunder Armor (standard) ✦ Weapon
- +13 vs. AC; 2d10 + 7 damage. Until the end of the gnoll warlord’s next turn, any attack roll against the target can score
a critical hit on a roll of 18–20.
- □ [M] White Raven Strike (standard) ✦ Weapon
- +13 vs. AC; 3d10 + 7 damage. Hit or Miss: One or two allies within 10 squares gain 15 temporary hit points. If the
gnoll warlord dropped the target to 0 hit points or fewer with this attack, add +3 to the temporary hit points the gnoll warlord’s
allies gain.
- ○ 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 2d6 hit points. This power
can only be used once per round.
- □ Stand Tough (minor) ✦ Healing
- The gnoll warlord and each ally within 5 squares regain 13 hit points.
- 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 7 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 +9, History +10
Str 18 (+8); Dex 13 (+5); Wis 10 (+4);
Con 14 (+6); Int 13 (+5); Cha 16 (+7)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Gnoll Tactical Warlord [Level 9 Soldier (Leader)]
Medium natural humanoid [XP 400]
Initiative +7; Senses Perception +4; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 22, Reflex 21, Will 19
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 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] Surprise Attack (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 damage, and an ally within 5 squares of the gnoll warlord makes a basic attack with combat advantage as
a free action against a target of his or her choice. The ally gains a +3 bonus to the attack roll.
- □ [M] Knock Them Down (standard) ✦ Weapon
- +14 vs. AC; 3d8 + 7 damage, and the target is knocked prone. Every ally within 10 squares of the gnoll warlord can move 3
squares and make a melee basic attack against one target of his or her choice as a free action. These attacks deal no damage
but knock a target prone on a hit. Miss: Half damage, and the target is knocked prone.
- ○ 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 2d6 hit points. This power
can only be used once per round.
- ○ Guide the Charge (immediate interrupt)
- When an ally within 10 squares charges.
If the ally hits, he or she adds +3 to the damage roll and pushes the attack’s target 2 squares. The ally can shift 2 squares
to remain adjacent to the target.
- 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 +3 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 +9, History +12
Str 18 (+8); Dex 13 (+5); Wis 10 (+4);
Con 14 (+6); Int 16 (+7); Cha 13 (+5)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Gnoll Control Wizard [Level 9 Artillery]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +7; low-light
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 22
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +11 vs. Fortitude; 1d6 + 7 cold damage, and the target is slowed until the end of the gnoll wizard’s next turn.
- ○ [R] Spectral Ram (standard) ✦ Force
- Ranged 10; +11 vs. Fortitude; 2d10 + 7 force damage, and the target is pushed 3 squares and it is knocked prone.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +11 vs. Reflex; 2d12 + 7 lightning damage, 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 wizard charges and deals an extra 2 damage on a successful attack.
- □ Invisibility (standard) ✦ Illusion
- The gnoll wizard or one creature with 5 squares becomes invisible until the end of the gnoll wizard’s next turn. If the target
attacks, the target becomes visible. Sustain Standard: If the target is within 5 squares, the gnoll wizard can sustain
the effect.
- ○ 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 -3 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 +13, Insight +12
Str 10 (+4); Dex 15 (+6); Wis 16 (+7);
Con 14 (+6); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Gnoll War Wizard [Level 9 Artillery]
Medium natural humanoid [XP 400]
Initiative +8; Senses Perception +5; low-light
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 20
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +9 vs. AC; 1d8 + 3 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +11 vs. Reflex; 1d6 + 7 fire damage.
- ○ [R] Lightning Bolt (standard) ✦ Lightning
- Ranged 10; +11 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares
of the primary target. Secondary Attack: +11 vs. Reflex; 1d6 + 7 lightning damage.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +11 vs. Fortitude; 2d8 + 7 cold damage, and the target is immobilized (save ends). Miss: Half
damage, and the target is slowed (save ends). Hit or Miss: The burst creates a zone of ice. The zone is difficult terrain
until the end of the encounter or for 5 minutes.
- ○ Ferocious Charge (standard)
- The gnoll wizard charges and deals an extra 2 damage on a successful attack.
- □ Dimension Door (move) ✦ Teleportation
- The gnoll wizard teleports 10 squares.
- ○ Wand of Accuracy (free)
- The gnoll wizard gains a +4 bonus to a single attack roll.
- Blood Fury
- The gnoll wizard gains a +2 bonus to damage rolls while bloodied.
Skills Arcana +13, History +13
Str 10 (+4); Dex 18 (+8); Wis 13 (+5);
Con 14 (+6); Int 18 (+8); Cha 11 (+4)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Gnoll Isolating Avenger [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +5; Senses Perception +8; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 22
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +10 vs. AC; 1d6 + 4 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage, and the gnoll avenger shifts 1 square, sliding the target 1 square into the space the gnoll avenger
occupied.
- ○ [M] Splinter the Formation (standard) ✦ Teleportation, Weapon
- +14 vs. AC; 1d10 + 7 damage, and the gnoll avenger teleports each enemy within 2 squares of the target 4 squares.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +14 vs. AC; 3d10 + 7 damage, and the gnoll avenger makes a saving throw with a +5 bonus. Miss: Half damage, and the
gnoll avenger makes a saving throw.
- ○ 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.
- □ Wrath of the Divine (immediate reaction) ✦ Radiant
- When an enemy scores a critical hit against the gnoll avenger.
If the gnoll avenger’s oath of enmity target is within 10 squares, the target takes radiant damage equal to the critical hit’s
damage.
- 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 +3 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 +10, Religion +12
Str 13 (+5); Dex 13 (+5); Wis 18 (+8);
Con 14 (+6); Int 16 (+7); Cha 10 (+4)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Gnoll Pursuing Avenger [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +8; Senses Perception +8; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 20, Reflex 22, Will 22
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +11 vs. AC; 1d10 + 4 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +13 vs. AC; 1d8 + 7 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +14 vs. AC; 1d10 + 7 damage, and if the target doesn’t end its next turn adjacent to the gnoll avenger, the gnoll avenger
can shift 5 squares as a free action. The gnoll avenger must end that shift closer to the target.
- ○ [M] Inexorable Pursuit (standard) ✦ Weapon
- +14 vs. AC; 2d10 + 7 damage. Before the attack, the gnoll avenger gains phasing until the end of the gnoll avenger’s turn,
and the gnoll avenger shifts 6 squares.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +14 vs. AC; 2d10 + 7 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, if the target moves
on its turn, the gnoll avenger can shift 3 squares at the end of the target’s turn as an opportunity action. The gnoll avenger
must end this movement closer to the target.
- ○ Ferocious Charge (standard)
- The gnoll avenger charges and deals an extra 2 damage on a successful attack.
- ○ Aspect of Agility (move)
- The gnoll avenger shifts 5 squares, and the gnoll avenger gains a +2 bonus to AC and Reflex until the end of the gnoll avenger’s
next turn.
- ○ [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 +6 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 +9, Stealth +13
Str 13 (+5); Dex 18 (+8); Wis 18 (+8);
Con 14 (+6); Int 11 (+4); Cha 10 (+4)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Gnoll Rageblood Barbarian [Level 9 Brute]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +9; low-light
HP 118; Bloodied 59
Healing Surges (+29 hp) ○
AC 23; Fortitude 23, Reflex 20, Will 18
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d8 + 7 damage (crit 27 + 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] Tide of Blood (standard) ✦ Weapon
- +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12). The attack deals 1 extra damage for each enemy within 4 squares of the gnoll
barbarian.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +13 vs. AC; 3d12 + 7 damage (crit 43 + 1d12), and the target is knocked prone. Miss: Half damage. Hit or Miss:
The gnoll barbarian enters the rage of the oak hammer. Until the rage ends, whenever the gnoll barbarian hits a target with
a melee attack, the gnoll barbarian knocks that target prone. If that target is already prone, the attack instead deals an
extra +4 damage.
- ○ 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.
- □ Combat Surge (free)
- When the gnoll barbarian misses with an attack.
Must be raging.
The gnoll barbarian rerolls the attack.
- 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 4 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 +12, Perception +9
Str 18 (+8); Dex 14 (+6); Wis 11 (+4);
Con 18 (+8); Int 10 (+4); Cha 13 (+5)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Thaneborn Barbarian [Level 9 Brute]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +9; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○
AC 23; Fortitude 23, Reflex 20, Will 20
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+13 vs. AC; 1d12 + 1d6 + 7 damage (crit 25 + 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] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +13 vs. AC; 2d12 + 7 acid damage (crit 31 + 1d12), and ongoing 5 acid damage (save ends). Miss: Half damage. Hit
or Miss: The gnoll barbarian enters the rage of the black dragon. Until the rage ends, at the start of each of the gnoll
barbarian’s turns, each enemy adjacent to the gnoll barbarian is blinded until the end of the gnoll barbarian’s turn.
- ○ 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.
- ○ [M] Curtain of Steel (immediate reaction) ✦ Weapon
- When an enemy adjacent to the gnoll barbarian hits or misses the gnoll barbarian.
Targets the triggering enemy; +16 vs. AC; 3d12 + 7 damage (crit 43 + 1d12).
- □ Instinctive Charge (no action)
- When the gnoll barbarian rolls initiative at the beginning of an encounter.
The gnoll barbarian gains a +5 power bonus to the gnoll barbarian’s initiative. The gnoll barbarian also gains a +2 power
bonus to the gnoll barbarian’s first attack roll during the encounter.
- 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 +3 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 +12, Perception +9
Str 18 (+8); Dex 14 (+6); Wis 11 (+4);
Con 15 (+6); Int 10 (+4); Cha 16 (+7)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Cunning Bard [Level 9 Controller (Leader)]
Medium natural humanoid [XP 400]
Initiative +5; Senses Perception +9; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 22
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +11 vs. Will; 1d6 + 7 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the gnoll
bard’s next turn.
- ○ [R] Distracting Shout (standard) ✦ Thunder
- Ranged 10; +11 vs. Will; 2d8 + 7 thunder damage, and the target takes a –7 penalty to opportunity attack rolls until the end
of the gnoll bard’s next turn.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +11 vs. Will; 3d8 + 7 psychic damage, and the target can’t take opportunity actions and takes a –2 penalty to attack
rolls (save ends both). Aftereffect: The target can’t take opportunity actions (save ends). Miss: Half damage,
and the target can’t take opportunity actions 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 1d6 + 4 hit points. This power
can only be used once per round. The gnoll bard can also slide the target 1 square.
- □ Trickster’s Healing (immediate reaction) ✦ Healing
- When an attack misses an ally within 10 squares of the gnoll bard.
Each ally within 10 squares missed by the triggering attack regains 7 hit points.
- 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 8 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 +12, Bluff +13
Str 12 (+5); Dex 13 (+5); Wis 10 (+4);
Con 15 (+6); Int 16 (+7); Cha 18 (+8)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Gnoll Valorous Bard [Level 9 Controller (Leader)]
Medium natural humanoid [XP 400]
Initiative +5; Senses Perception +9; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 21, Reflex 20, Will 22
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +11 vs. AC; 1d8 + 4 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +14 vs. AC; 1d8 + 7 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] Scorpion’s Claw Strike (standard) ✦ Weapon
- +14 vs. AC; 2d8 + 7 damage, and the gnoll bard slides an ally who is adjacent to the target to another space adjacent to it.
Until the end of the gnoll bard’s next turn, the ally also gains a +4 power bonus to AC.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +14 vs. AC; 3d8 + 7 thunder damage, and the gnoll bard slides the target 2 squares. Hit or Miss: Until the end of the
encounter, whenever the gnoll bard hits a target with an at-will attack power, the gnoll bard slides the target 2 squares
to a space that must be adjacent to at least one of the gnoll bard’s allies.
- ○ 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 1d6 + 4 hit points. This power
can only be used once per round. The gnoll bard can also slide the target 1 square.
- ○ Ode to Sacrifice (minor)
- Choose one ally within 5 squares. The gnoll bard transfers one effect on the target that a save can end to the gnoll bard
or to another ally with 5 squares. The new subject of the effect gains a +4 power bonus to saving throws against that effect.
- 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 5 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 +10, Athletics +9
Str 12 (+5); Dex 13 (+5); Wis 10 (+4);
Con 18 (+8); Int 13 (+5); Cha 18 (+8)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Gnoll Guardian Druid [Level 9 Controller]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +8; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 24; Fortitude 21, Reflex 20, Will 22
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +10 vs. AC; 2d4 + 4 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +11 vs. Reflex; 1d8 + 7 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; +11 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
- ○ [R] Swirling Winds (standard)
- Ranged 10; +11 vs. Reflex; 1d10 + 7 damage, and the gnoll druid pulls each creature within 3 squares of the target 1 square.
If the gnoll druid pulls pull one or more creatures that are adjacent to the target, the target takes an extra 4 damage.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +11 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 7 radiant
damage. Miss: 1d10 + 7 radiant 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.
- ○ Camouflage Cloak (minor)
- The gnoll druid or one ally within 5 squares becomes invisible until moving or 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 +13, Nature +13
Str 12 (+5); Dex 15 (+6); Wis 18 (+8);
Con 18 (+8); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Predator Druid [Level 9 Controller]
Medium natural humanoid [XP 400]
Initiative +8; Senses Perception +13; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 24; Fortitude 19, Reflex 22, Will 22
Speed 8
- ● [m] Scythe (standard) ✦ Weapon
- +10 vs. AC; 2d4 + 4 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +11 vs. Reflex; 1d8 + 7 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; +11 vs. Reflex; 1d6 + 3 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 4 fire damage.
- ○ [M] Latch On (standard) ✦ Beast Form
- +11 vs. Reflex; 2d10 + 7 damage, and the gnoll druid grabs the target. The target takes a -4 penalty to checks to escape the
grab.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +11 vs. Reflex; 2d8 + 7 damage, the gnoll druid knocks the target prone, and it can’t stand up (save ends). Miss: Half
damage, and the target is knocked prone. Hit or Miss: Until the end of the encounter, the gnoll druid gains a +2 bonus
to attack rolls against prone targets. In addition, whenever the gnoll druid hits an enemy with a melee attack while the gnoll
druid is in beast form, the gnoll druid can knock that enemy prone.
- ○ 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.
- □ Stalker’s Eyes (minor)
- The gnoll druid gains low-light vision and a +4 bonus to Perception checks until the end of the encounter.
- 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 +13, Perception +13
Str 12 (+5); Dex 18 (+8); Wis 18 (+8);
Con 15 (+6); Int 11 (+4); Cha 10 (+4)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Preserving Invoker [Level 9 Artillery]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +8; low-light
HP 75; Bloodied 37
Healing Surges (+18 hp) ○
AC 23; Fortitude 20, Reflex 21, Will 22
Speed 7
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +11 vs. Reflex; 1d8 + 7 radiant damage, and the gnoll invoker slides the target 1 square. The gnoll invoker can
use this power as a ranged basic attack.
- ○ [A] Thunderbolt of the Heavens (standard) ✦ Thunder
- Area burst 1 within 10; +11 vs. Fortitude; 2d8 + 7 thunder damage, and the target is pushed 4 squares.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +11 vs. Will; the target is dazed (save ends). Miss: The target is dazed until the
end of the gnoll invoker’s next turn. Hit or Miss: Until the end of the encounter, any creature that hits or misses
the gnoll invoker takes 5 psychic damage.
- ○ Ferocious Charge (standard)
- The gnoll invoker charges and deals an extra 2 damage on a successful attack.
- □ Astral Step (move) ✦ Teleportation
- The gnoll invoker and each ally within 5 squares teleports 6 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 +3 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 +12, Religion +12
Str 10 (+4); Dex 14 (+6); Wis 18 (+8);
Con 15 (+6); Int 16 (+7); Cha 11 (+4)
Equipment hide armor, morningstar
-1 Level / +1 Level
Gnoll Wrathful Invoker [Level 9 Artillery]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +8; low-light
HP 78; Bloodied 39
Healing Surges (+19 hp) ○
AC 23; Fortitude 22, Reflex 20, Will 22
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +9 vs. AC; 1d10 + 3 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +11 vs. Fortitude; 1d10 + 7 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra
+4 radiant damage. The gnoll invoker can use this power as a ranged basic attack.
- ○ [A] Invoke Obedience (standard) ✦ Psychic
- Area burst 1 within 10; +16 vs. Will; 2d6 + 7 psychic damage. Before the attack, each target can fall prone as a free action.
Each prone target takes 1d6 + 3 psychic damage.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +11 vs. Reflex; 3d6 + 7 radiant damage. Miss: Half damage. Hit or Miss: The burst creates
a zone of cerulean light that lasts until the end of the gnoll invoker’s next turn. Any creature that starts its turn within
the zone and leaves it is blinded (save ends). Sustain Minor: The zone persists.
- ○ 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 4 radiant damage and is pushed 2 squares.
- ○ Demand Justice (immediate interrupt)
- When a creature within 10 squares of the gnoll invoker makes a saving throw.
The triggering creature rerolls the saving throw and must use the new result.
- 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 +12, Religion +10
Str 10 (+4); Dex 14 (+6); Wis 18 (+8);
Con 18 (+8); Int 13 (+5); Cha 11 (+4)
Equipment chainmail, morningstar
-1 Level / +1 Level
Gnoll Bear Shaman [Level 9 Controller (Leader)]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +13; low-light
HP 98; Bloodied 49
Healing Surges (+24 hp) ○
AC 21; Fortitude 22, Reflex 19, Will 22
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +9 vs. AC; 1d10 + 3 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Will; 1d8 + 7 damage, and each ally adjacent to the gnoll shaman’s spirit companion gains 4 temporary
hit points.
- ○ [R] Winter Wind Spirit (standard) ✦ Cold
- Ranged 5; +11 vs. Fortitude; 1d10 + 7 cold damage, and before the end of the gnoll shaman’s next turn, as an immediate interrupt,
the gnoll shaman can grant an ally adjacent to the gnoll shaman’s spirit companion a +7 bonus to AC against an attack that
hits.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +11 vs. Will; 2d8 + 7 psychic damage. Miss: Half damage. Hit or Miss: The target is slowed and grants
combat advantage (save ends both). Aftereffect: The enemy nearest to the target is slowed and grants combat advantage
(save ends both).
- ○ 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 14 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 9 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 2d6 hit points. This power can only be used once per round.
- □ Spirit of the Keeper (minor) ✦ Healing
- One creature within 5 squares can spend a healing surge and regains 1d6 additional hit points. Until the end of the encounter,
any ally adjacent to the gnoll shaman’s spirit companion doesn’t grant combat advantage.
- ● [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; +11 vs. Reflex; 4 damage. Hit or Miss: One ally within 5 squares of the gnoll shaman’s spirit
companion regains 4 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 4 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 +13, Perception +13
Str 11 (+4); Dex 14 (+6); Wis 18 (+8);
Con 18 (+8); Int 13 (+5); Cha 10 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Panther Shaman [Level 9 Controller (Leader)]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +13; low-light
HP 95; Bloodied 47
Healing Surges (+23 hp) ○
AC 22; Fortitude 20, Reflex 20, Will 22
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +9 vs. AC; 1d10 + 3 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Fortitude; 1d10 + 7 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.
- ○ [M] Call to the Blood Dancer (standard) ✦ Spirit
- Spirit melee 1; +11 vs. Will; 2d10 + 7 damage, and until the end of the gnoll shaman’s next turn, any ally adjacent to the
gnoll shaman’s spirit companion can score a critical hit on a roll of 18–20 and gains a +3 bonus to damage rolls.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +11 vs. Fortitude; 3d6 + 7 necrotic damage, and the target gains vulnerable 5 to all damage (save ends). Miss:
Half damage, and the target gains vulnerable 2 to all damage (save ends). Hit or Miss: The gnoll shaman and each ally
within 10 squares of the gnoll shaman regains 5 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 14 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 9 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 2d6 hit points. This power can only be used once per round.
- ○ Sudden Restoration (minor)
- One or two allies within 10 squares make a saving throw.
- ● [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; +11 vs. Reflex; 1d10 + 7 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 +3 bonus to damage rolls against bloodied enemies.
Skills Nature +13, Perception +13
Str 11 (+4); Dex 14 (+6); Wis 18 (+8);
Con 15 (+6); Int 16 (+7); Cha 10 (+4)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Chaos Sorcerer [Level 9 Artillery]
Medium natural humanoid [XP 400]
Initiative +8; Senses Perception +4; low-light
HP 74; Bloodied 37
Healing Surges (+18 hp) ○
AC 21; Fortitude 19, Reflex 21, Will 23
Speed 7
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +14 vs. AC; 1d4 + 7 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +11 vs. Will; 1d10 + 11 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:
+11 vs. Will; 1d6 + 7 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.
- ○ [A] Chaos Storm (standard) ✦ Lightning, Teleportation
- Area burst 1 within 10; +11 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The gnoll sorcerer teleports each target
hit by the attack to any other space within the burst.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +11 vs. Fortitude; 2d10 + 11 poison damage. Hit or Miss: The gnoll sorcerer slides the target 4 squares.
The target is poisonous to the gnoll sorcerer’s enemies (save ends). While the target is poisonous, any enemy that starts
its turn adjacent to the target takes 1d10 + 7 poison damage. If the gnoll sorcerer rolled an even number on the attack roll,
any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 + 7 poison damage.
- ○ Ferocious Charge (standard)
- The gnoll sorcerer charges and deals an extra 2 damage on a successful attack.
- ○ Swift Escape (immediate interrupt) ✦ Teleportation
- When the gnoll sorcerer is hit by an area or a close attack.
The gnoll sorcerer teleports 6 squares.
- Blood Fury
- The gnoll sorcerer gains a +2 bonus to damage rolls while bloodied.
- Chaos Power
- The gnoll sorcerer gains a +4 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 +9, Bluff +13
Str 13 (+5); Dex 18 (+8); Wis 10 (+4);
Con 14 (+6); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, dagger
-1 Level / +1 Level
Gnoll Dragon Sorcerer [Level 9 Skirmisher]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +4; low-light
HP 94; Bloodied 47
Healing Surges (+23 hp) ○
AC 20; Fortitude 20, Reflex 19, Will 23
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +12 vs. AC; 1d8 + 6 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +11 vs. Reflex; 1d8 + 10 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 3 fire damage.
- ○ [C] Rimestorm (standard) ✦ Cold
- Close blast 3; targets enemies; +11 vs. Fortitude; 2d8 + 10 cold damage, and the gnoll sorcerer knocks the target prone. The
target also takes a –2 penalty to Fortitude until the end of the gnoll sorcerer’s next turn.
- □ [C] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +11 vs. Fortitude; 2d6 + 10 thunder damage, and ongoing 5 thunder damage (save ends). Miss: Ongoing
5 thunder damage (save ends). Hit or Miss: The gnoll sorcerer gains a +3 power bonus to AC until the end of the encounter.
- ○ Ferocious Charge (standard)
- The gnoll sorcerer charges and deals an extra 2 damage on a successful attack.
- ○ Sudden Scales (immediate interrupt)
- When the gnoll sorcerer is hit by an attack.
The gnoll sorcerer gains a +6 bonus to all defenses against the triggering attack.
- Blood Fury
- The gnoll sorcerer gains a +2 bonus to damage rolls while bloodied.
- Draconic Power
- The gnoll sorcerer gains a +3 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 +9, Athletics +12
Str 16 (+7); Dex 15 (+6); Wis 10 (+4);
Con 14 (+6); Int 11 (+4); Cha 18 (+8)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Gnoll Earth Warden [Level 9 Brute]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +10; low-light
HP 118; Bloodied 59
Healing Surges (+29 hp) ○
AC 26; Fortitude 22, Reflex 21, Will 19
Speed 7
- ● [m] Battleaxe (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 7 damage, and the gnoll warden gains a +1 power bonus to AC until the end of the gnoll warden’s next turn.
- ○ [M] Mountain Hammer (standard) ✦ Weapon
- +13 vs. Fortitude; 2d10 + 7 damage, and the target takes a –5 penalty to melee attack rolls 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.
- □ Earthguard (minor) ✦ Stance
- Until the stance ends, the gnoll warden gains a +1 power bonus to all defenses. Stance: This power lasts until the end of the encounter or until the gnoll warden uses another stance power.
- □ Form of the Oak Sentinel (minor) ✦ Polymorph
- The gnoll warden assumes the guardian form of the oak sentinel until the end of the encounter. While the gnoll warden is in
this form, the gnoll warden’s melee reach increases by 1. In addition, any enemy that hits the gnoll warden with a melee attack
takes 4 damage. 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 within the gnoll warden’s reach makes a melee attack against the gnoll warden’s
ally.
Secondary Attack: targets the triggering enemy; +13 vs. AC; 2d10 + 7 damage. Miss: Half damage.
Hit or Miss: The gnoll warden becomes the target of the triggering attack, even if the gnoll warden is not within that
attack’s range.
- ● [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 +4 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 +10, Perception +10
Str 18 (+8); Dex 14 (+6); Wis 13 (+5);
Con 18 (+8); Int 10 (+4); Cha 11 (+4)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Gnoll Wild Warden [Level 9 Brute]
Medium natural humanoid [XP 400]
Initiative +6; Senses Perception +12; low-light
HP 115; Bloodied 57
Healing Surges (+28 hp) ○
AC 23; Fortitude 22, Reflex 19, Will 21
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +13 vs. AC; 1d6 + 7 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +13 vs. AC; 1d12 + 7 damage (crit 19 + 1d12), and the target is slowed until the end of the gnoll warden’s next turn.
- ○ [M] Stalker’s Positioning (standard) ✦ Fear, Psychic, Weapon
- +13 vs. AC; 2d12 + 7 damage (crit 31 + 1d12), and the gnoll warden slides the target 1 square. The gnoll warden can slide
the target into a second creature’s space and then slide the second creature 1 square. Both the target and the second creature
take 3 psychic damage.
- ○ Ferocious Charge (standard)
- The gnoll warden charges and deals an extra 2 damage on a successful attack.
- □ Form of the Frenzied Wolverine (minor) ✦ Polymorph
- The gnoll warden assumes the guardian form of the frenzied wolverine until the end of the encounter. While the gnoll warden
is in this form, the gnoll warden gains a +2 bonus to attack rolls against any enemy that is bloodied or taking ongoing damage.
In addition, the gnoll warden can use the gnoll warden’s second wind as a minor 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:
+13 vs. AC; 1d12 + 7 damage (crit 19 + 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; +13 vs. Fortitude; 1d12 + 7 damage (crit 19 + 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.
- □ Bear’s Endurance (immediate interrupt) ✦ Healing
- When the gnoll warden drops to 0 hit points or fewer.
The gnoll warden regains hit points as if the gnoll warden had spent a healing surge.
- 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 -3 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 +12, Perception +12
Str 18 (+8); Dex 14 (+6); Wis 16 (+7);
Con 15 (+6); Int 10 (+4); Cha 11 (+4)
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.