Gnoll NPCs [Level 10]

Gnoll Battle Cleric [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +8; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 22, Reflex 19, Will 23
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+14 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
+14 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; +14 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.
Mass Cure Light Wounds (standard) ✦ Healing
The gnoll cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +1 hit points.
○○ 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 +10
Str 18 (+9); Dex 13 (+6); Wis 16 (+8);
Con 14 (+7); Int 10 (+5); Cha 13 (+6)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Gnoll Devoted Cleric [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +9; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 20, Reflex 19, Will 24
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+11 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +12 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; +12 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; +12 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.
Mass Cure Light Wounds (standard) ✦ Healing
The gnoll cleric and each ally in within 5 squares regain hit points as if they had spent a healing surge, plus an additional +3 hit points.
○○ 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 +14, Religion +10
Str 13 (+6); Dex 13 (+6); Wis 18 (+9);
Con 14 (+7); Int 10 (+5); Cha 16 (+8)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Gnoll Greatweapon Fighter [Level 10 Soldier]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +6; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 25; Fortitude 24, Reflex 20, Will 19
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +14 vs. AC; 1d6 + 7 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+14 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: +14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
□ [C] Shift the Battlefield (standard) ✦ Weapon
Close burst 1; targets visible enemies; +14 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.
Into the Fray (minor)
The gnoll fighter can move 3 squares, as long as the move ends adjacent to an enemy.
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 +14, Intimidate +12
Str 18 (+9); Dex 15 (+7); Wis 12 (+6);
Con 18 (+9); Int 10 (+5); Cha 11 (+5)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Gnoll Guardian Fighter [Level 10 Soldier]

Medium natural humanoid [XP 500]

Initiative +9; Senses Perception +6; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 27; Fortitude 24, Reflex 24, Will 19
Speed 6

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+15 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
+15 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; +15 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.
Stalwart Guard (minor) ✦ Stance
Any ally gains a +2 shield bonus to AC and Reflex while adjacent to the gnoll fighter. 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 Heal +11, Intimidate +12
Str 18 (+9); Dex 18 (+9); Wis 12 (+6);
Con 15 (+7); Int 10 (+5); Cha 11 (+5)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Gnoll Avenging Paladin [Level 10 Soldier]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +6; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 26; Fortitude 23, Reflex 20, Will 22
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+15 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+15 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
+15 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; +11 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.
Cleansing Spirit (minor)
The gnoll paladin or one ally within 5 squares makes a saving throw with a +2 bonus.
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 +15, Religion +10
Str 18 (+9); Dex 13 (+6); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 16 (+8)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Gnoll Protecting Paladin [Level 10 Soldier]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +6; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 28; Fortitude 22, Reflex 22, Will 23
Speed 6

● [m] Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 6 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +13 vs. AC; 1d6 + 6 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage, and the gnoll paladin gains 1 temporary hit points.
○ [R] Beckon Foe (standard)
Ranged 5; +12 vs. Will; 2d10 + 7 damage, and the target is pulled 1 square.
□ [R] Radiant Pulse (standard) ✦ Radiant
Ranged 10; +12 vs. Fortitude; 1d10 + 7 radiant damage, and make a secondary against each enemy adjacent to the primary target. Secondary Attack: +12 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.
Turn the Tide (standard)
The gnoll paladin and each ally within 3 squares can make saving throws against every effect that a save can end.
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.
Blood Fury
The gnoll paladin gains a +2 bonus to damage rolls while bloodied.

Skills Intimidate +16, Religion +10
Str 16 (+8); Dex 13 (+6); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 18 (+9)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Gnoll Archer Ranger [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +10; Senses Perception +11; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 26; Fortitude 22, Reflex 24, Will 19
Speed 7

● [m] Longsword (standard) ✦ Weapon
+14 vs. AC; 1d8 + 6 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+14 vs. AC; 1d6 + 6 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +15 vs. AC; 1d10 + 8 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +14/+14 vs. AC; 1d8 + 3 damage (main)/1d6 + 3 damage (off-hand).
Longbow: Ranged 20/40; +15 vs. AC (twice); 1d10 + 3 damage.
○ [R] Spikes of the Manticore (standard) ✦ Weapon
Ranged 20/40; one attack each on one or two creatures; +15 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: +14 vs. AC; 3d8 + 6 damage.
Longbow: Ranged 20/40; +15 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.
Open the Range (immediate interrupt)
When an enemy moves adjacent to the gnoll ranger.
The gnoll ranger can shift 1 square and then move 2 squares. The gnoll ranger cannot end the move adjacent to the triggering enemy.
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 +11, Stealth +14
Str 16 (+8); Dex 20 (+10); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Gnoll Two-Blade Ranger [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +9; Senses Perception +11; low-light
HP 107; Bloodied 53
Healing Surges (+26 hp) ○
AC 25; Fortitude 23, Reflex 23, Will 19
Speed 7

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +14 vs. AC; 1d10 + 7 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +15/+15 vs. AC; 1d8 + 3 damage (main)/1d8 + 3 damage (off-hand).
Longbow: Ranged 20/40; +14 vs. AC (twice); 1d10 + 3 damage.
○ [M] Claws of the Griffon (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword (main): +15 vs. AC; 2d8 + 7 damage.
Longsword (off hand): +15 vs. AC; 1d8 + 7 damage.
□ [C] Swirling Leaves of Steel (standard) ✦ Weapon
Close burst 1; targets visible enemies; +15 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.
Expeditious Stride (minor)
Until the end of the gnoll ranger’s next turn, the gnoll ranger’s speed increases by 4, and the gnoll ranger can shift 1 additional square when shifting.
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 +11, Perception +11
Str 18 (+9); Dex 18 (+9); Wis 13 (+6);
Con 14 (+7); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Gnoll Brawny Rogue [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +10; Senses Perception +5; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 21, Reflex 25, Will 19
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+14 vs. AC; 1d6 + 6 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +16 vs. AC; 1d6 + 8 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+16 vs. Reflex; 1d6 + 8 damage.
○ [M] Imperiling Strike (standard) ✦ Weapon
+16 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
+16 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.
Certain Freedom (move)
The gnoll rogue automatically succeeds on an Acrobatics check to escape from a grab or to escape from restraints.
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 +15, Thievery +15
Str 16 (+8); Dex 20 (+10); Wis 11 (+5);
Con 14 (+7); Int 10 (+5); Cha 13 (+6)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Gnoll Trickster Rogue [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +10; Senses Perception +10; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 20, Reflex 25, Will 21
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+12 vs. AC; 1d6 + 4 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +16 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
The gnoll rogue can move 2 squares before the attack.
○ [M/R] Rogue’s Luck (standard) ✦ Weapon
Short Sword: +16 vs. AC; 2d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 2d6 + 8 damage.
Miss: Make a secondary attack against the target.
Short Sword: +16 vs. AC; 1d6 + 8 damage.
Hand Crossbow: Ranged 10/20; +15 vs. AC; 1d6 + 8 damage.
□ [M] Knockout (standard) ✦ Weapon
+16 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.
Shadow Stride (move)
The gnoll rogue must be hidden to use this power. The gnoll rogue can move at full speed and must end the movement in a space where the gnoll rogue can remain hidden. Then make a Stealth check with no penalty for moving. If the Stealth check is successful, the gnoll rogue remains during the movement, even if the gnoll rogue has no cover or concealment during it.
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 +15, Thievery +15
Str 13 (+6); Dex 20 (+10); Wis 11 (+5);
Con 14 (+7); Int 10 (+5); Cha 16 (+8)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Gnoll Fey-Pact Warlock [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +6; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 23; Fortitude 20, Reflex 22, Will 23
Speed 7

● [m] Spear (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +12 vs. Reflex; 1d10 + 7 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +12 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; +12 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; +12 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 Leap (move) ✦ Teleportation
The gnoll warlock can teleport 6 squares, even without a line of sight to the destination. If the gnoll warlock attempts to teleport to a space the gnoll warlock can’t occupy, the power fails.
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 +13, Bluff +14
Str 10 (+5); Dex 13 (+6); Wis 12 (+6);
Con 15 (+7); Int 16 (+8); Cha 18 (+9)
Equipment leather armor, spear

-1 Level / +1 Level

Gnoll Infernal-Pact Warlock [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +5; low-light
HP 108; Bloodied 54
Healing Surges (+27 hp) ○
AC 23; Fortitude 23, Reflex 22, Will 20
Speed 7

● [m] Mace (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +13 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; +13 vs. Fortitude; 2d6 + 8 thunder damage, and the target is pushed 4 squares.
□ [R] Iron Spike of Dis (standard)
Ranged 10; +13 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.
Dark One’s Blessing (free)
When a cursed enemy is reduced to 0 hit points or less.
The gnoll warlock gains 10 temporary hit points.
Shielding Shades (immediate reaction)
When the gnoll warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Blood Fury
The gnoll warlock gains a +2 bonus to damage rolls while bloodied.

Skills Arcana +13, Intimidate +13
Str 10 (+5); Dex 14 (+7); Wis 11 (+5);
Con 20 (+10); Int 16 (+8); Cha 13 (+6)
Equipment leather armor, mace

-1 Level / +1 Level

Gnoll Star-Pact Warlock [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +5; low-light
HP 108; Bloodied 54
Healing Surges (+27 hp) ○
AC 22; Fortitude 23, Reflex 21, Will 22
Speed 7

● [m] Sickle (standard) ✦ Weapon
+10 vs. AC; 1d6 + 3 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +13 vs. Reflex; 1d10 + 8 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +13 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; +11 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; +13 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 +13 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.
Shielding Shades (immediate reaction)
When the gnoll warlock is hit by an attack.
Reduce the attack’s damage to 0. If the attack targets other creatures, they take damage as normal.
Blood Fury
The gnoll warlock gains a +2 bonus to damage rolls while bloodied.

Skills Arcana +11, Insight +10
Str 10 (+5); Dex 14 (+7); Wis 11 (+5);
Con 20 (+10); Int 13 (+6); Cha 16 (+8)
Equipment leather armor, sickle

-1 Level / +1 Level

Gnoll Inspiring Warlord [Level 10 Soldier (Leader)]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +5; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 23, Reflex 19, Will 22
Speed 6

● [m] Halberd (standard) ✦ Weapon
Reach 1; +14 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Furious Smash (standard) ✦ Weapon
+14 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
+14 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
+14 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.
Defensive Rally (standard) ✦ Healing
Each ally with 5 squares can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, all targets gain a +2 power bonus to all defenses until the end of the gnoll warlord’s next turn.
○○ 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.
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 8 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 +10, History +11
Str 18 (+9); Dex 13 (+6); Wis 10 (+5);
Con 14 (+7); Int 13 (+6); Cha 16 (+8)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Gnoll Tactical Warlord [Level 10 Soldier (Leader)]

Medium natural humanoid [XP 500]

Initiative +8; Senses Perception +5; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 23, Reflex 22, Will 20
Speed 7

● [m] Longsword (standard) ✦ Weapon
+15 vs. AC; 1d8 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+15 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
+15 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
+15 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.
Tactical Shift (immediate interrupt)
When a creature hits an ally within 10 squares with a melee or a ranged attack.
The ally can shift 4 squares.
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 +10, History +13
Str 18 (+9); Dex 13 (+6); Wis 10 (+5);
Con 14 (+7); Int 16 (+8); Cha 13 (+6)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Gnoll Control Wizard [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +8; low-light
HP 80; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 20, Reflex 22, Will 23
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +12 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; +12 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; +12 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.
Mirror Image (minor) ✦ Illusion
Three duplicate images appear in the gnoll wizard’s space, and the gnoll wizard gains a +6 power bonus to AC. Each time an attack misses the gnoll wizard, one of the duplicate images disappears and the bonus granted by this power decreases by 2. When the bonus reaches 0, all the gnoll wizard’s images are gone and the power ends. Otherwise, the effect lasts for 1 hour.
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 +14, Insight +13
Str 10 (+5); Dex 15 (+7); Wis 16 (+8);
Con 14 (+7); Int 18 (+9); Cha 11 (+5)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Gnoll War Wizard [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +9; Senses Perception +6; low-light
HP 80; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 20, Reflex 22, Will 21
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+10 vs. AC; 1d8 + 3 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +12 vs. Reflex; 1d6 + 7 fire damage.
○ [R] Lightning Bolt (standard) ✦ Lightning
Ranged 10; +12 vs. Reflex; 2d6 + 7 lightning damage. Also make a secondary attack against two creatures within 10 squares of the primary target. Secondary Attack: +12 vs. Reflex; 1d6 + 7 lightning damage.
□ [A] Ice Storm (standard) ✦ Cold, Zone
Area burst 3 within 20; +12 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.
Blur (minor) ✦ Illusion
Until the end of the encounter, the gnoll wizard gains a +2 power bonus to all defenses, and enemies 5 or more squares away from the gnoll wizard cannot see the gnoll wizard.
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 +14, History +14
Str 10 (+5); Dex 18 (+9); Wis 13 (+6);
Con 14 (+7); Int 18 (+9); Cha 11 (+5)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Gnoll Isolating Avenger [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +9; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 23
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+12 vs. AC; 1d10 + 4 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +11 vs. AC; 1d6 + 4 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+15 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
+15 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
+15 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.
River of Life (minor) ✦ Healing
The gnoll avenger gains regeneration 5 until the end of the encounter.
○ [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 +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 +11, Religion +13
Str 13 (+6); Dex 13 (+6); Wis 18 (+9);
Con 14 (+7); Int 16 (+8); Cha 10 (+5)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Gnoll Pursuing Avenger [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +9; Senses Perception +9; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 21, Reflex 23, Will 23
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+12 vs. AC; 1d10 + 4 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +14 vs. AC; 1d8 + 7 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+15 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
+15 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
+15 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.
○ [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.
Avenger’s Readiness (no action)
When the gnoll avenger rolls initiative at the beginning of an encounter.
The gnoll avenger gains a +5 power bonus to the initiative check. The gnoll avenger shifts 3 squares as a free action when the first creature in the initiative order starts its turn, even if the gnoll avenger is surprised.
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 +10, Stealth +14
Str 13 (+6); Dex 18 (+9); Wis 18 (+9);
Con 14 (+7); Int 11 (+5); Cha 10 (+5)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Gnoll Rageblood Barbarian [Level 10 Brute]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +10; low-light
HP 128; Bloodied 64
Healing Surges (+32 hp) ○
AC 24; Fortitude 24, Reflex 21, Will 19
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+14 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
+14 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
+14 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.
Deny Death (immediate interrupt)
When the gnoll barbarian drops to 0 hit points or fewer and doesn’t die.
The gnoll barbarian is dying but don’t fall unconscious because of that condition. At the end of the gnoll barbarian’s next turn, the gnoll barbarian falls unconscious if the gnoll barbarian is still dying.
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 +13, Perception +10
Str 18 (+9); Dex 14 (+7); Wis 11 (+5);
Con 18 (+9); Int 10 (+5); Cha 13 (+6)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Gnoll Thaneborn Barbarian [Level 10 Brute]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +10; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○
AC 24; Fortitude 24, Reflex 21, Will 21
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+14 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
+14 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; +17 vs. AC; 3d12 + 7 damage (crit 43 + 1d12).
Mountain Roots (immediate interrupt) ✦ Stance
When the gnoll barbarian is pulled, pushed, or slid.
The gnoll barbarian negates the forced movement. Until the stance ends, the gnoll barbarian can negate forced movement against the gnoll barbarian. Stance: This power lasts until the end of the encounter or until the gnoll barbarian uses another stance power.
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 +13, Perception +10
Str 18 (+9); Dex 14 (+7); Wis 11 (+5);
Con 15 (+7); Int 10 (+5); Cha 16 (+8)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Gnoll Cunning Bard [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +10; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 20, Reflex 23, Will 23
Speed 7

● [m] Longsword (standard) ✦ Weapon
+12 vs. AC; 1d8 + 4 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +12 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; +12 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; +12 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.
Illusory Erasure (minor) ✦ Illusion
One ally within 10 squares becomes invisible until the end of the gnoll bard’s next turn, and the gnoll bard slides the target 2 squares.
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 +13, Bluff +14
Str 12 (+6); Dex 13 (+6); Wis 10 (+5);
Con 15 (+7); Int 16 (+8); Cha 18 (+9)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Gnoll Valorous Bard [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +6; Senses Perception +10; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 25; Fortitude 22, Reflex 21, Will 23
Speed 6

● [m] Longsword (standard) ✦ Weapon
+12 vs. AC; 1d8 + 4 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+15 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
+15 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
+15 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.
Word of Life (immediate reaction) ✦ Healing
When an enemy attack reduces an ally within 20 squares of the gnoll bard to 0 hit points or fewer.
The ally can spend a healing surge. In addition, the attacking enemy takes a –5 penalty to all defenses until the end of the gnoll bard’s next turn.
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 +11, Athletics +10
Str 12 (+6); Dex 13 (+6); Wis 10 (+5);
Con 18 (+9); Int 13 (+6); Cha 18 (+9)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Gnoll Guardian Druid [Level 10 Controller]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +9; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 25; Fortitude 22, Reflex 21, Will 23
Speed 7

● [m] Scythe (standard) ✦ Weapon
+11 vs. AC; 2d4 + 4 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+12 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; +12 vs. Fortitude; 1d6 + 3 cold damage, and the target slides 1 square.
○ [R] Swirling Winds (standard)
Ranged 10; +12 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; +12 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.
Feywild Sojourn (move) ✦ Teleportation
The gnoll druid teleports to a safe place in the Feywild. While the gnoll druid is there, the gnoll druid can’t take any actions other than using the gnoll druid’s second wind and wild shape. At the end of the gnoll druid’s next turn or as a move action before then, the gnoll druid reappears in an unoccupied space within 10 squares of the space the gnoll druid left.
Wild Shape (minor) ✦ Polymorph
The gnoll druid changes from the gnoll druid’s humanoid form to beast form or vice versa. When the gnoll druid changes from beast form back to the gnoll druid’s humanoid form, the gnoll druid shifts 1 square. While the gnoll druid is in beast form, the gnoll druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the gnoll druid can sustain such powers. The gnoll druid can use this power once per round.
Blood Fury
The gnoll druid gains a +2 bonus to damage rolls while bloodied.
Primal Guardian
While the gnoll druid is not wearing heavy armor, the gnoll druid can use the gnoll druid’s Constitution modifier in place of the gnoll druid’s Dexterity or Intelligence modifier to determine the gnoll druid’s AC.

Skills Heal +14, Nature +14
Str 12 (+6); Dex 15 (+7); Wis 18 (+9);
Con 18 (+9); Int 11 (+5); Cha 10 (+5)
Equipment hide armor, scythe

-1 Level / +1 Level

Gnoll Predator Druid [Level 10 Controller]

Medium natural humanoid [XP 500]

Initiative +9; Senses Perception +14; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 25; Fortitude 20, Reflex 23, Will 23
Speed 8

● [m] Scythe (standard) ✦ Weapon
+11 vs. AC; 2d4 + 4 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+12 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; +12 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
+12 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
+12 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.
Armor of the Wild (minor) ✦ Beast Form
Until the end of the encounter, while the gnoll druid is in beast form, the gnoll druid gains resist 2 to all damage.
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 +14, Perception +14
Str 12 (+6); Dex 18 (+9); Wis 18 (+9);
Con 15 (+7); Int 11 (+5); Cha 10 (+5)
Equipment hide armor, scythe

-1 Level / +1 Level

Gnoll Preserving Invoker [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +9; low-light
HP 81; Bloodied 40
Healing Surges (+20 hp) ○
AC 24; Fortitude 21, Reflex 22, Will 23
Speed 7

● [m] Morningstar (standard) ✦ Weapon
+10 vs. AC; 1d10 + 3 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +12 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; +12 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; +12 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.
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.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the gnoll invoker makes an attack roll against the gnoll invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
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 +13, Religion +13
Str 10 (+5); Dex 14 (+7); Wis 18 (+9);
Con 15 (+7); Int 16 (+8); Cha 11 (+5)
Equipment hide armor, morningstar

-1 Level / +1 Level

Gnoll Wrathful Invoker [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +9; low-light
HP 84; Bloodied 42
Healing Surges (+21 hp) ○
AC 24; Fortitude 23, Reflex 21, Will 23
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+10 vs. AC; 1d10 + 3 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +12 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; +17 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; +12 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.
Angelic Visage (immediate interrupt) ✦ Fear
When an enemy within 5 squares of the gnoll invoker makes an attack roll against the gnoll invoker.
The triggering enemy takes a –2 penalty to the triggering attack roll. After the attack is resolved, the target is pushed 3 squares.
Blood Fury
The gnoll invoker gains a +2 bonus to damage rolls while bloodied.
Covenant of Wrath
When the gnoll invoker uses a divine encounter or daily attack power on the gnoll invoker’s turn, the gnoll invoker gains a bonus to the damage roll equal to 1 for each enemy the gnoll invoker attacks with the power.

Skills Endurance +13, Religion +11
Str 10 (+5); Dex 14 (+7); Wis 18 (+9);
Con 18 (+9); Int 13 (+6); Cha 11 (+5)
Equipment chainmail, morningstar

-1 Level / +1 Level

Gnoll Bear Shaman [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +14; low-light
HP 106; Bloodied 53
Healing Surges (+26 hp) ○
AC 22; Fortitude 23, Reflex 20, Will 23
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +10 vs. AC; 1d10 + 3 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +12 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; +12 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; +12 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 15 damage to the spirit, the spirit disappears, and the gnoll shaman takes 10 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.
Rock Shield Spirits (minor) ✦ Zone
Area burst 1 within 5; the burst creates a zone filled with rock spirits that lasts until the end of the encounter. While within the zone, any ally gains a +2 power bonus to AC and Fortitude. As a move action, the gnoll shaman can move the zone 5 squares.
● [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; +12 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 +14, Perception +14
Str 11 (+5); Dex 14 (+7); Wis 18 (+9);
Con 18 (+9); Int 13 (+6); Cha 10 (+5)
Equipment leather armor, longspear

-1 Level / +1 Level

Gnoll Panther Shaman [Level 10 Controller (Leader)]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +14; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○
AC 23; Fortitude 21, Reflex 21, Will 23
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +10 vs. AC; 1d10 + 3 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +12 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; +12 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; +12 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 15 damage to the spirit, the spirit disappears, and the gnoll shaman takes 10 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.
● [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; +12 vs. Reflex; 1d10 + 7 damage.
Spirit Summons (free)
Until the end of the encounter, the gnoll shaman can use the gnoll shaman’s call spirit companion power to conjure a second spirit companion. When the gnoll shaman attacks with a spirit power, the gnoll shaman chooses which spirit companion to use for the attack. When an effect applies to creatures adjacent to the gnoll shaman’s spirit companion, that effect applies to creatures adjacent to both spirit companions. The second spirit companion disappears at the end of the encounter.
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 +14, Perception +14
Str 11 (+5); Dex 14 (+7); Wis 18 (+9);
Con 15 (+7); Int 16 (+8); Cha 10 (+5)
Equipment leather armor, longspear

-1 Level / +1 Level

Gnoll Chaos Sorcerer [Level 10 Artillery]

Medium natural humanoid [XP 500]

Initiative +9; Senses Perception +5; low-light
HP 80; Bloodied 40
Healing Surges (+20 hp) ○
AC 22; Fortitude 20, Reflex 22, Will 24
Speed 7

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +15 vs. AC; 1d4 + 7 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +12 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: +12 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; +12 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; +12 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.
Chaos Link (immediate reaction)
When the gnoll sorcerer is hit by an area or a close attack.
Choose one creature within 5 squares. The triggering attack also hits that creature.
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 +10, Bluff +14
Str 13 (+6); Dex 18 (+9); Wis 10 (+5);
Con 14 (+7); Int 11 (+5); Cha 18 (+9)
Equipment cloth armor, dagger

-1 Level / +1 Level

Gnoll Dragon Sorcerer [Level 10 Skirmisher]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +5; low-light
HP 102; Bloodied 51
Healing Surges (+25 hp) ○
AC 21; Fortitude 21, Reflex 20, Will 24
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+13 vs. AC; 1d8 + 6 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +12 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; +12 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; +12 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.
Invert Resistance (minor)
Close burst 5; targets enemies; each target loses its resistances and gains vulnerable 5 to the damage types it had resistance against (save ends both).
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 +10, Athletics +13
Str 16 (+8); Dex 15 (+7); Wis 10 (+5);
Con 14 (+7); Int 11 (+5); Cha 18 (+9)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Gnoll Earth Warden [Level 10 Brute]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +11; low-light
HP 128; Bloodied 64
Healing Surges (+32 hp) ○
AC 27; Fortitude 23, Reflex 22, Will 20
Speed 7

● [m] Battleaxe (standard) ✦ Weapon
+14 vs. AC; 1d10 + 7 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+14 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
+14 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.
Shield of Stone (minor)
The gnoll warden slides one ally within 5 squares by 5 squares. Until the end of the gnoll warden’s next turn, that ally gains resist 5 to all damage and a +2 power bonus to all defenses.
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; +14 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 +11, Perception +11
Str 18 (+9); Dex 14 (+7); Wis 13 (+6);
Con 18 (+9); Int 10 (+5); Cha 11 (+5)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Gnoll Wild Warden [Level 10 Brute]

Medium natural humanoid [XP 500]

Initiative +7; Senses Perception +13; low-light
HP 125; Bloodied 62
Healing Surges (+31 hp) ○
AC 24; Fortitude 23, Reflex 20, Will 22
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+14 vs. AC; 1d12 + 7 damage (crit 19 + 1d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +14 vs. AC; 1d6 + 7 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+14 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
+14 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.
Returning Strength (minor) ✦ Healing
The gnoll warden spends a healing surge and regains +4 additional hit points.
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: +14 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; +14 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.
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 +13, Perception +13
Str 18 (+9); Dex 14 (+7); Wis 16 (+8);
Con 15 (+7); Int 10 (+5); Cha 11 (+5)
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.