Gnoll NPCs [Level 13]
Gnoll Battle Cleric [Level 13 Controller (Leader)]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +9; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 27; Fortitude 25, Reflex 23, Will 26
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 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] Arc of the Righteous (standard) ✦ Lightning, Weapon
- +17 vs. AC; 2d10 + 9 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack:
+17 vs. AC; 1d10 + 9 lightning damage.
- ○ [R] Plague of Doom (standard)
- Ranged 10; +14 vs. Fortitude; 3d8 + 8 damage, and the target takes a -2 penalty to all defenses until the end of the gnoll
cleric’s next turn.
- ○ Ferocious Charge (standard)
- The gnoll cleric charges and deals an extra 4 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
+2 hit points.
- ○○ Healing Word (minor) ✦ Healing
- The gnoll cleric or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +11
Str 19 (+10); Dex 14 (+8); Wis 17 (+9);
Con 15 (+8); Int 11 (+6); Cha 14 (+8)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Devoted Cleric [Level 13 Controller (Leader)]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +10; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 27; Fortitude 23, Reflex 23, Will 27
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +15 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 7 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +15 vs. Reflex; 1d8 + 9 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] Plague of Doom (standard)
- Ranged 10; +15 vs. Fortitude; 3d8 + 9 damage, and the target takes a -3 penalty to all defenses until the end of the gnoll
cleric’s next turn.
- □ [A] Flame Strike (standard) ✦ Fire
- Area burst 2 within 10; targets enemies; +15 vs. Reflex; 2d10 + 9 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 4 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 10 squares can spend a healing surge and regain an additional 3d6 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 +15, Religion +11
Str 14 (+8); Dex 14 (+8); Wis 19 (+10);
Con 15 (+8); Int 11 (+6); Cha 17 (+9)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Greatweapon Fighter [Level 13 Soldier]
Medium natural humanoid [XP 800]
Initiative +9; Senses Perception +7; low-light
HP 131; Bloodied 65
Healing Surges (+32 hp) ○○
AC 28; Fortitude 27, Reflex 24, Will 22
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12). Miss: 4 damage.
- ○ [M] Giant’s Wake (standard) ✦ Weapon
- +17 vs. AC; 2d12 + 13 damage (crit 37 + 2d12), and make a secondary attack against each enemy adjacent to the primary target
and within the gnoll fighter’s melee reach. Secondary Attack: +17 vs. AC; 1d12 + 13 damage (crit 25 + 2d12).
- □ [C] Shift the Battlefield (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +17 vs. AC; 2d12 + 9 damage (crit 33 + 2d12), and the gnoll fighter slides the target
1 square. Miss: Half damage.
- ○ Ferocious Charge (standard)
- The gnoll fighter charges and deals an extra 4 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 +15, Intimidate +14
Str 19 (+10); Dex 16 (+9); Wis 13 (+7);
Con 19 (+10); Int 11 (+6); Cha 12 (+7)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Gnoll Guardian Fighter [Level 13 Soldier]
Medium natural humanoid [XP 800]
Initiative +10; Senses Perception +7; low-light
HP 128; Bloodied 64
Healing Surges (+32 hp) ○○
AC 30; Fortitude 27, Reflex 27, Will 22
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+18 vs. AC; 1d8 + 9 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] Storm of Blows (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 13 damage. Hit or Miss: After the attack, the gnoll fighter can shift 1 square and repeat the attack
against another target within reach. The gnoll fighter can then shift 1 square and repeat the attack against a third target
within reach. After the final attack, the gnoll fighter can shift 1 square.
- □ [C] Thicket of Blades (standard) ✦ Reliable, Weapon
- Close burst 1; targets visible enemies; +18 vs. AC; 3d8 + 9 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 4 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 +12, Intimidate +14
Str 19 (+10); Dex 19 (+10); Wis 13 (+7);
Con 16 (+9); Int 11 (+6); Cha 12 (+7)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Avenging Paladin [Level 13 Soldier]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +8; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 29; Fortitude 26, Reflex 24, Will 25
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +18 vs. AC; 1d10 + 9 radiant damage. If the gnoll paladin has marked the target, the gnoll paladin gains a +2 bonus to the
damage roll.
- ○ [M] Radiant Charge (standard) ✦ Radiant, Weapon
- +18 vs. AC; 3d10 + 9 radiant damage, and the target is marked until the end of the gnoll paladin’s next turn. The gnoll paladin
can fly 2 squares and must charge as part of this attack.
- □ [C] One Stands Alone (standard) ✦ Radiant
- Useable only if no allies are within 5 squares.
Close burst 1; targets enemies; +14 vs. Will; 2d8 + 8 radiant damage. Hit or Miss: The targets are weakened (save ends).
- ○ Ferocious Charge (standard)
- The gnoll paladin charges and deals an extra 4 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 9 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 +16, Religion +11
Str 19 (+10); Dex 14 (+8); Wis 14 (+8);
Con 15 (+8); Int 11 (+6); Cha 17 (+9)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Gnoll Protecting Paladin [Level 13 Soldier]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +8; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 31; Fortitude 25, Reflex 26, Will 26
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 8 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +16 vs. AC; 1d6 + 8 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage, and the gnoll paladin gains 2 temporary hit points.
- ○ [M] Renewing Smite (standard) ✦ Healing, Weapon
- +18 vs. AC; 2d8 + 9 damage, and one ally within 5 squares of the gnoll paladin regains 12 hit points.
- □ [R] Radiant Pulse (standard) ✦ Radiant
- Ranged 10; +15 vs. Fortitude; 1d10 + 9 radiant damage, and make a secondary against each enemy adjacent to the primary target.
Secondary Attack: +15 vs. Fortitude; 1d10 + 9 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 4 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 10 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 +17, Religion +11
Str 17 (+9); Dex 14 (+8); Wis 14 (+8);
Con 15 (+8); Int 11 (+6); Cha 19 (+10)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Archer Ranger [Level 13 Skirmisher]
Medium natural humanoid [XP 800]
Initiative +11; Senses Perception +13; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 29; Fortitude 25, Reflex 27, Will 23
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +17 vs. AC; 1d8 + 8 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +17 vs. AC; 1d6 + 8 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +18 vs. AC; 1d10 + 10 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +17/+17 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +18 vs. AC (twice); 1d10 + 5 damage.
- ○ [M/R] Pinning Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +17/+17 vs. AC; 1d8 + 5 damage (main)/1d6 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +18 vs. AC (twice); 1d10 + 5 damage.
Hit: The target is immobilized
until the start of the gnoll ranger’s next turn.
- □ [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:
+17 vs. AC; 3d8 + 8 damage.
Longbow: Ranged 20/40; +18 vs. AC; 3d10 + 10 damage.
Miss: Half damage
per attack.
- ○ Ferocious Charge (standard)
- The gnoll ranger charges and deals an extra 4 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 2d6 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 3 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 +13, Stealth +15
Str 17 (+9); Dex 21 (+11); Wis 14 (+8);
Con 15 (+8); Int 11 (+6); Cha 12 (+7)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Gnoll Two-Blade Ranger [Level 13 Skirmisher]
Medium natural humanoid [XP 800]
Initiative +10; Senses Perception +13; low-light
HP 137; Bloodied 68
Healing Surges (+34 hp) ○○
AC 28; Fortitude 26, Reflex 26, Will 23
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +17 vs. AC; 1d10 + 9 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +18/+18 vs. AC; 1d8 + 5 damage (main)/1d8 + 5 damage
(off-hand).
Longbow: Ranged 20/40; +17 vs. AC (twice); 1d10 + 5 damage.
- ○ [M] Armor Splinter (standard) ✦ Weapon
- Two attacks on one creature.
Longsword (main): +18 vs. AC; 1d8 + 9 damage.
Longsword (off hand):
+18 vs. AC; 1d8 + 9 damage.
If one attack hits, the target takes a -2 penalty to AC until the end of the gnoll ranger’s
next turn. If both attacks hit, the target takes a -4 penalty to AC until the end of the gnoll ranger’s next turn.
- □ [C] Swirling Leaves of Steel (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +18 vs. AC; 2d8 + 9 damage. Miss: Half damage.
- ○ Ferocious Charge (standard)
- The gnoll ranger charges and deals an extra 4 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 2d6 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 +10 hit points.
Skills Nature +13, Perception +13
Str 19 (+10); Dex 19 (+10); Wis 14 (+8);
Con 15 (+8); Int 11 (+6); Cha 12 (+7)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Gnoll Brawny Rogue [Level 13 Skirmisher]
Medium natural humanoid [XP 800]
Initiative +11; Senses Perception +7; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 28; Fortitude 24, Reflex 28, Will 23
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +17 vs. AC; 1d6 + 8 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +19 vs. AC; 1d6 + 10 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +19 vs. Reflex; 1d6 + 10 damage.
- ○ [M] Unbalancing Attack (standard) ✦ Weapon
- +19 vs. AC; 3d6 + 10 damage, and the target cannot shift until the end of the gnoll rogue’s next turn. If the target provokes
an opportunity attack from the gnoll rogue before the start of the gnoll rogue’s next turn, the gnoll rogue gains a +3 bonus
to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
- □ [M] Crimson Edge (standard) ✦ Weapon
- +19 vs. Fortitude; 2d6 + 10 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 4 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 3d6 damage.
Skills Acrobatics +16, Thievery +16
Str 17 (+9); Dex 21 (+11); Wis 12 (+7);
Con 15 (+8); Int 11 (+6); Cha 14 (+8)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Gnoll Trickster Rogue [Level 13 Skirmisher]
Medium natural humanoid [XP 800]
Initiative +11; Senses Perception +12; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 28; Fortitude 23, Reflex 28, Will 24
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +16 vs. AC; 1d6 + 7 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +18 vs. AC; 1d6 + 10 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +19 vs. AC; 1d6 + 10 damage.
Hand Crossbow: Ranged 10/20; +18 vs. AC; 1d6 + 10 damage.
The gnoll rogue can move 2 squares before the attack.
- ○ [M/R] Tornado Strike (standard) ✦ Weapon
- Targets one or two creatures, one attack per target.
Short Sword: +19 vs. AC; 2d6 + 10 damage.
Hand
Crossbow: Ranged 10/20; +18 vs. AC; 2d6 + 10 damage.
Hit: The target slides 2 squares. Hit or Miss:
The gnoll rogue can move 3 squares after making the attack.
- □ [M] Knockout (standard) ✦ Weapon
- +19 vs. Fortitude; 2d6 + 10 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 4 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 3d6 damage.
Skills Stealth +16, Thievery +16
Str 14 (+8); Dex 21 (+11); Wis 12 (+7);
Con 15 (+8); Int 11 (+6); Cha 17 (+9)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Gnoll Fey-Pact Warlock [Level 13 Skirmisher]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +7; low-light
HP 128; Bloodied 64
Healing Surges (+32 hp) ○○
AC 26; Fortitude 24, Reflex 25, Will 26
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +15 vs. Reflex; 1d10 + 9 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +15 vs. Will; 1d6 + 9 psychic damage, and the gnoll warlock is invisible to the target until the start of the gnoll
warlock’s next turn.
- ○ [R] Bewitching Whispers (standard) ✦ Charm
- Ranged 10; +15 vs. Will; until the end of the gnoll warlock’s next turn, the target treats all creatures as enemies for the
purpose of opportunity attacks and must take every opportunity attack possible. The target gains a +3 power bonus to these
attack rolls.
- □ [R] Curse of the Black Frost (standard) ✦ Cold
- Ranged 10; +15 vs. Reflex; 2d8 + 9 cold damage. Hit or Miss: If the target moves for any reason, it takes 1d8 + 5 cold
damage (save ends). Sustain Minor: The target takes 2d8 + 5 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 4 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 2d6 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 +14, Bluff +15
Str 11 (+6); Dex 14 (+8); Wis 13 (+7);
Con 16 (+9); Int 17 (+9); Cha 19 (+10)
Equipment leather armor, spear
-1 Level / +1 Level
Gnoll Infernal-Pact Warlock [Level 13 Skirmisher]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +7; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 26; Fortitude 26, Reflex 25, Will 24
Speed 7
- ● [m] Mace (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +16 vs. Reflex; 1d10 + 10 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +16 vs. Reflex; 1d6 + 10 fire damage. If the gnoll warlock takes damage before the end of the gnoll warlock’s next
turn, the target takes an extra 1d6 + 10 fire damage.
- ○ [R] Soul Flaying (standard) ✦ Necrotic
- Ranged 10; +16 vs. Will; 2d8 + 13 necrotic damage, and the target is weakened until the end of the gnoll warlock’s next turn.
- □ [R] Iron Spike of Dis (standard)
- Ranged 10; +16 vs. Reflex; 3d10 + 10 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 4 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 2d6 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 13 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 +14, Intimidate +15
Str 11 (+6); Dex 15 (+8); Wis 12 (+7);
Con 21 (+11); Int 17 (+9); Cha 14 (+8)
Equipment leather armor, mace
-1 Level / +1 Level
Gnoll Star-Pact Warlock [Level 13 Skirmisher]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +7; low-light
HP 133; Bloodied 66
Healing Surges (+33 hp) ○○
AC 25; Fortitude 26, Reflex 24, Will 25
Speed 7
- ● [m] Sickle (standard) ✦ Weapon
- +13 vs. AC; 1d6 + 5 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +16 vs. Reflex; 1d10 + 10 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +16 vs. Fortitude; 1d6 + 10 radiant damage. If the target moves nearer to the gnoll warlock on its next turn, it
takes an extra 1d6 + 10 damage.
- ○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
- Ranged 10; +16 vs. Fortitude; 2d10 + 10 damage (choose cold or radiant damage), and make a secondary attack against each creature
adjacent to the primary target. Secondary Attack: +16 vs. Reflex; 1d10 + 12 damage (choose cold or radiant damage).
- □ [R] Summons of Khirad (standard) ✦ Psychic, Teleportation
- Ranged 10; +16 vs. Will; 2d10 + 10 psychic damage, and the gnoll warlock teleports the target to an unoccupied square within
3 squares of the gnoll warlock. Sustain Minor: Make a +16 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 4 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 2d6 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 +13, Insight +12
Str 11 (+6); Dex 15 (+8); Wis 12 (+7);
Con 21 (+11); Int 14 (+8); Cha 17 (+9)
Equipment leather armor, sickle
-1 Level / +1 Level
Gnoll Inspiring Warlord [Level 13 Soldier (Leader)]
Medium natural humanoid [XP 800]
Initiative +10; Senses Perception +6; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 27; Fortitude 26, Reflex 23, Will 25
Speed 6
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +17 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +17 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] Bolstering Blow (standard) ✦ Weapon
- +17 vs. AC; 3d10 + 9 damage, and the gnoll warlord grants 13 temporary hit points to an ally within 5 squares.
- □ [M] White Raven Strike (standard) ✦ Weapon
- +17 vs. AC; 3d10 + 9 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 4 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 10 squares can spend a healing surge and regain an additional 3d6 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 9 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 +11, History +13
Str 19 (+10); Dex 14 (+8); Wis 11 (+6);
Con 15 (+8); Int 14 (+8); Cha 17 (+9)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Gnoll Tactical Warlord [Level 13 Soldier (Leader)]
Medium natural humanoid [XP 800]
Initiative +10; Senses Perception +6; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 28; Fortitude 26, Reflex 25, Will 24
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 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] Beat Them into the Ground (standard) ✦ Weapon
- +18 vs. Fortitude; 2d8 + 9 damage, the target is knocked prone, and every ally within 5 squares of the gnoll warlord makes
a basic attack on one target of his or her choice as a free action. These attacks deal no damage but knock a target prone
on a hit. The gnoll warlord’s allies have a +3 power bonus to these attack rolls.
- □ [M] Iron Dragon Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+18 vs. AC; 3d8 + 9 damage. Hit or Miss: Until the end of the encounter, as an immediate reaction, an ally of the gnoll
warlord’s choice within 5 squares of the gnoll warlord can charge a target that the gnoll warlord charges.
- ○ Ferocious Charge (standard)
- The gnoll warlord charges and deals an extra 4 damage on a successful attack.
- ○○ Inspiring Word (minor) ✦ Healing
- The gnoll warlord or one ally within 10 squares can spend a healing surge and regain an additional 3d6 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 +11, History +14
Str 19 (+10); Dex 14 (+8); Wis 11 (+6);
Con 15 (+8); Int 17 (+9); Cha 14 (+8)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Gnoll Control Wizard [Level 13 Artillery]
Medium natural humanoid [XP 800]
Initiative +9; Senses Perception +9; low-light
HP 99; Bloodied 49
Healing Surges (+24 hp) ○○
AC 25; Fortitude 23, Reflex 25, Will 26
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +15 vs. Fortitude; 1d6 + 9 cold damage, and the target is slowed until the end of the gnoll wizard’s next turn.
- ○ [R] Mesmeric Hold (standard) ✦ Charm, Psychic
- Ranged 10; targets one, two, or three creatures, one attack per target; +15 vs. Will; 2d6 + 9 psychic damage, and the target
is immobilized until the end of the gnoll wizard’s next turn. If the gnoll wizard targets only one creature with this power,
the gnoll wizard gains a +4 power bonus to the attack roll.
- □ [R] Lightning Serpent (standard) ✦ Lightning, Poison
- Ranged 10; +15 vs. Reflex; 2d12 + 9 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 4 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 +15, Insight +14
Str 11 (+6); Dex 16 (+9); Wis 17 (+9);
Con 15 (+8); Int 19 (+10); Cha 12 (+7)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Gnoll War Wizard [Level 13 Artillery]
Medium natural humanoid [XP 800]
Initiative +10; Senses Perception +8; low-light
HP 99; Bloodied 49
Healing Surges (+24 hp) ○○
AC 25; Fortitude 23, Reflex 25, Will 25
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +13 vs. AC; 1d8 + 5 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +15 vs. Reflex; 1d6 + 9 fire damage.
- ○ [C] Thunderlance (standard) ✦ Thunder
- Close blast 5; +15 vs. Reflex; 4d6 + 9 thunder damage, and the target is pushed 4 squares.
- □ [A] Ice Storm (standard) ✦ Cold, Zone
- Area burst 3 within 20; +15 vs. Fortitude; 2d8 + 9 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 4 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 +15, History +15
Str 11 (+6); Dex 19 (+10); Wis 14 (+8);
Con 15 (+8); Int 19 (+10); Cha 12 (+7)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Gnoll Isolating Avenger [Level 13 Skirmisher]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +10; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 27; Fortitude 24, Reflex 25, Will 26
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 7 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +15 vs. AC; 1d6 + 7 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 9 damage, and the gnoll avenger shifts 1 square, sliding the target 1 square into the space the gnoll avenger
occupied.
- ○ [M] Cloud of Souls (standard) ✦ Psychic, Weapon, Zone
- +18 vs. Will; 2d10 + 9 psychic damage, and the attack creates a zone of shrieking souls in a close burst 1. The zone lasts
until the end of the gnoll avenger’s next turn or until the gnoll avenger dismisses it as a minor action. Any enemy that enters
the zone is dazed until the end of the gnoll avenger’s next turn. Hit or Miss: Until the end of the gnoll avenger’s
next turn, the gnoll avenger gains a +1 bonus to attack rolls against the target.
- □ [M] Enduring Strike (standard) ✦ Weapon
- +18 vs. AC; 3d10 + 9 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 4 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 +13, Religion +14
Str 14 (+8); Dex 14 (+8); Wis 19 (+10);
Con 15 (+8); Int 17 (+9); Cha 11 (+6)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Gnoll Pursuing Avenger [Level 13 Skirmisher]
Medium natural humanoid [XP 800]
Initiative +10; Senses Perception +10; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 28; Fortitude 24, Reflex 26, Will 26
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +16 vs. AC; 1d10 + 7 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +17 vs. AC; 1d8 + 9 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +18 vs. AC; 1d10 + 9 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.
- ○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
- Ranged 10; +15 vs. Will; 2d8 + 9 thunder damage, and the gnoll avenger teleports the target 5 squares. The gnoll avenger then
teleports to a space adjacent to the target. Until the end of the gnoll avenger’s next turn, any enemy that ends its turn
adjacent to the gnoll avenger takes 4 thunder damage.
- □ [M] Oath of Pursuit (standard) ✦ Weapon
- +18 vs. AC; 2d10 + 9 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 4 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 +8 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 +12, Stealth +15
Str 14 (+8); Dex 19 (+10); Wis 19 (+10);
Con 15 (+8); Int 12 (+7); Cha 11 (+6)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Gnoll Rageblood Barbarian [Level 13 Brute]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +12; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 28; Fortitude 27, Reflex 25, Will 23
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+17 vs. AC; 1d12 + 2d8 + 9 damage (crit 37 + 2d12). 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.
- ○ [C] Blade Whirlwind (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +17 vs. AC; 2d12 + 9 damage (crit 33 + 2d12) and the target is pushed 1 square.
- □ [M] Oak Hammer Rage (standard) ✦ Rage, Weapon
- +17 vs. AC; 3d12 + 9 damage (crit 45 + 2d12), 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 4 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 9 temporary hit points.
- Barbarian Agility
- While the gnoll barbarian is not wearing heavy armor, the gnoll barbarian gains a +2 bonus to AC and Reflex.
Skills Athletics +14, Perception +12
Str 19 (+10); Dex 15 (+8); Wis 12 (+7);
Con 19 (+10); Int 11 (+6); Cha 14 (+8)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Thaneborn Barbarian [Level 13 Brute]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +12; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 28; Fortitude 27, Reflex 25, Will 24
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+17 vs. AC; 1d12 + 2d6 + 9 damage (crit 33 + 2d12). 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] Terror’s Cry (standard) ✦ Fear, Weapon
- +17 vs. Fortitude; 3d12 + 9 damage (crit 45 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack:
+16 vs. Will; the secondary target moves 2 squares away from the gnoll barbarian as a free action and takes a –3 penalty to
attack rolls until the end of the gnoll barbarian’s next turn.
- □ [M] Black Dragon Rage (standard) ✦ Acid, Rage, Weapon
- +17 vs. AC; 2d12 + 9 acid damage (crit 33 + 2d12), 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 4 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.
- □ 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 +2 bonus to AC and Reflex.
Skills Athletics +14, Perception +12
Str 19 (+10); Dex 15 (+8); Wis 12 (+7);
Con 16 (+9); Int 11 (+6); Cha 17 (+9)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Cunning Bard [Level 13 Controller (Leader)]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +11; low-light
HP 128; Bloodied 64
Healing Surges (+32 hp) ○○
AC 28; Fortitude 24, Reflex 26, Will 26
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +15 vs. Will; 1d6 + 9 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the gnoll
bard’s next turn.
- ○ [R] Foolhardy Fighting (standard) ✦ Charm, Psychic
- Ranged 10; +15 vs. Will; 1d10 + 9 psychic damage. Until the end of the gnoll bard’s next turn, any attack the target makes
provokes opportunity attacks and the target takes a -3 penalty to attack rolls.
- □ [R] Hideous Laughter (standard) ✦ Charm, Psychic
- Ranged 10; +15 vs. Will; 3d8 + 9 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 4 damage on a successful attack.
- ○○ Majestic Word (minor) ✦ Healing
- The gnoll bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 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 +14, Bluff +15
Str 13 (+7); Dex 14 (+8); Wis 11 (+6);
Con 16 (+9); Int 17 (+9); Cha 19 (+10)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Gnoll Valorous Bard [Level 13 Controller (Leader)]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +11; low-light
HP 131; Bloodied 65
Healing Surges (+32 hp) ○○
AC 28; Fortitude 25, Reflex 25, Will 26
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +15 vs. AC; 1d8 + 6 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +18 vs. AC; 1d8 + 9 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] Earthquake Strike (standard) ✦ Weapon
- +18 vs. AC; 2d8 + 9 damage, and the gnoll bard knocks the target prone. Until the end of the gnoll bard’s next turn, each
ally within 10 squares of the gnoll bard can knock prone any creature he or she hits and gains a +4 bonus to damage rolls.
- □ [M] Thunder Blade (standard) ✦ Thunder, Weapon
- +18 vs. AC; 3d8 + 9 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 4 damage on a successful attack.
- ○○ Majestic Word (minor) ✦ Healing
- The gnoll bard or one ally within 10 squares can spend a healing surge and regain an additional 2d6 + 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 7 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 +13, Athletics +11
Str 13 (+7); Dex 14 (+8); Wis 11 (+6);
Con 19 (+10); Int 14 (+8); Cha 19 (+10)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Gnoll Guardian Druid [Level 13 Controller]
Medium natural humanoid [XP 800]
Initiative +9; Senses Perception +10; low-light
HP 131; Bloodied 65
Healing Surges (+32 hp) ○○
AC 28; Fortitude 25, Reflex 25, Will 26
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +14 vs. AC; 2d4 + 6 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +15 vs. Reflex; 1d8 + 9 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; +15 vs. Fortitude; 1d6 + 5 cold damage, and the target slides 1 square.
- ○ [C] Tidal Surge (standard)
- Close blast 5; +15 vs. Fortitude; 2d6 + 9 damage, and the gnoll druid slides the target 3 squares.
- □ [A] Sunbeam (standard) ✦ Radiant
- Area burst 1 within 10; targets enemies; +15 vs. Will; the target is blinded (save ends). Aftereffect: 1d10 + 9 radiant
damage. Miss: 1d10 + 9 radiant damage.
- ○ Ferocious Charge (standard)
- The gnoll druid charges and deals an extra 4 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 +15, Nature +15
Str 13 (+7); Dex 16 (+9); Wis 19 (+10);
Con 19 (+10); Int 12 (+7); Cha 11 (+6)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Predator Druid [Level 13 Controller]
Medium natural humanoid [XP 800]
Initiative +10; Senses Perception +15; low-light
HP 128; Bloodied 64
Healing Surges (+32 hp) ○○
AC 28; Fortitude 24, Reflex 26, Will 26
Speed 8
- ● [m] Scythe (standard) ✦ Weapon
- +14 vs. AC; 2d4 + 6 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +15 vs. Reflex; 1d8 + 9 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; +15 vs. Reflex; 1d6 + 5 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] Claws of Retribution (standard) ✦ Beast Form
- +15 vs. Reflex; 2d6 + 9 damage, and until the end of the gnoll druid’s next turn, the gnoll druid can make a melee basic attack
with a +4 attack bonus as an opportunity action against any enemy adjacent to the gnoll druid that hits or misses with an
attack.
- □ [M] Primal Wolf (standard) ✦ Beast Form
- +15 vs. Reflex; 2d8 + 9 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 4 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 3 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 +15, Perception +15
Str 13 (+7); Dex 19 (+10); Wis 19 (+10);
Con 16 (+9); Int 12 (+7); Cha 11 (+6)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Preserving Invoker [Level 13 Artillery]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +10; low-light
HP 100; Bloodied 50
Healing Surges (+25 hp) ○○
AC 27; Fortitude 25, Reflex 25, Will 26
Speed 7
- ● [m] Morningstar (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 5 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +15 vs. Reflex; 1d8 + 9 radiant damage, and the gnoll invoker slides the target 1 square. The gnoll invoker can
use this power as a ranged basic attack.
- ○ [A] Winds of Celestia (standard)
- Area burst 1 within 10; targets enemies; +15 vs. Fortitude; 3d6 + 9 damage, and the gnoll invoker either slides the target
4 squares or the gnoll invoker slides the target 1 square and knocks it prone.
- □ [C] Fourfold Invocation of Doom (standard) ✦ Fear, Psychic
- Close burst 10; targets enemies; +15 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 4 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 +14, Religion +14
Str 11 (+6); Dex 15 (+8); Wis 19 (+10);
Con 16 (+9); Int 17 (+9); Cha 12 (+7)
Equipment hide armor, morningstar
-1 Level / +1 Level
Gnoll Wrathful Invoker [Level 13 Artillery]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +10; low-light
HP 103; Bloodied 51
Healing Surges (+25 hp) ○○
AC 27; Fortitude 26, Reflex 24, Will 26
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +13 vs. AC; 1d10 + 5 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +15 vs. Fortitude; 1d10 + 9 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.
- ○ [R] Seal of the Heretic (standard)
- Ranged 10; targets one, two, or three creatures; +15 vs. Will; 2d8 + 9 damage, or 3d8 + 9 damage if the gnoll invoker targets
only one creature. The target takes a –5 penalty to all saving throws until the end of the gnoll invoker’s next turn.
- □ [A] Cerulean Flames (standard) ✦ Radiant, Zone
- Area burst 1 within 10; +15 vs. Reflex; 3d6 + 9 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 4 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 1d6+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 +14, Religion +13
Str 11 (+6); Dex 15 (+8); Wis 19 (+10);
Con 19 (+10); Int 14 (+8); Cha 12 (+7)
Equipment chainmail, morningstar
-1 Level / +1 Level
Gnoll Bear Shaman [Level 13 Controller (Leader)]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +15; low-light
HP 131; Bloodied 65
Healing Surges (+32 hp) ○○
AC 25; Fortitude 26, Reflex 23, Will 26
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +14 vs. AC; 1d10 + 6 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +15 vs. Will; 1d8 + 9 damage, and each ally adjacent to the gnoll shaman’s spirit companion gains 4 temporary
hit points.
- ○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
- Spirit melee 1; +15 vs. Fortitude; 2d6 + 9 damage. Until the end of the gnoll shaman’s next turn, the gnoll shaman and the
gnoll shaman’s allies gain resist 8 to all damage while adjacent to the gnoll shaman’s spirit companion.
- □ [R] Clever Trickster Spirit (standard) ✦ Psychic
- Ranged 10; +15 vs. Will; 2d8 + 9 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 4 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 16 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 11 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 3d6 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; +15 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 +15, Perception +15
Str 12 (+7); Dex 15 (+8); Wis 19 (+10);
Con 19 (+10); Int 14 (+8); Cha 11 (+6)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Panther Shaman [Level 13 Controller (Leader)]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +15; low-light
HP 128; Bloodied 64
Healing Surges (+32 hp) ○○
AC 26; Fortitude 25, Reflex 24, Will 26
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +14 vs. AC; 1d10 + 6 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +15 vs. Fortitude; 1d10 + 9 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 Laughing Fortune (standard) ✦ Spirit
- Spirit melee 1; +15 vs. Reflex; 2d10 + 9 damage. Until the start of the gnoll shaman’s next turn, if an ally adjacent to the
gnoll shaman’s spirit companion misses with an attack, the gnoll shaman can use an immediate interrupt to allow that ally
to reroll the attack with a +3 bonus to the attack roll.
- □ [R] Spirit of Autumn’s Reaping (standard) ✦ Healing, Necrotic
- Ranged 10; +15 vs. Fortitude; 3d6 + 9 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 4 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 16 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 11 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 3d6 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; +15 vs. Reflex; 1d10 + 9 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 +15, Perception +15
Str 12 (+7); Dex 15 (+8); Wis 19 (+10);
Con 16 (+9); Int 17 (+9); Cha 11 (+6)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Chaos Sorcerer [Level 13 Artillery]
Medium natural humanoid [XP 800]
Initiative +10; Senses Perception +6; low-light
HP 99; Bloodied 49
Healing Surges (+24 hp) ○○
AC 25; Fortitude 23, Reflex 25, Will 27
Speed 7
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +18 vs. AC; 1d4 + 9 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +15 vs. Will; 1d10 + 15 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:
+15 vs. Will; 1d6 + 11 psychic damage. If the gnoll sorcerer rolled an even number for the secondary attack roll, repeat the
secondary attack. The gnoll sorcerer can attack a creature only once with a single use of this power.
- ○ [R] Mind Hammer (standard) ✦ Psychic
- Ranged 10; +15 vs. Will; 2d10 + 15 psychic damage, and the gnoll sorcerer knocks the target prone. If the gnoll sorcerer rolled
an even number on the attack roll, the target can’t stand up until the end of the gnoll sorcerer’s next turn. If the gnoll
sorcerer rolled an odd number on the attack roll, the gnoll sorcerer slides the target 4 squares.
- □ [R] Contagious Curse (standard) ✦ Poison
- Ranged 10; +15 vs. Fortitude; 2d10 + 15 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 + 11 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 + 11 poison damage.
- ○ Ferocious Charge (standard)
- The gnoll sorcerer charges and deals an extra 4 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 +6 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 +12, Bluff +15
Str 14 (+8); Dex 19 (+10); Wis 11 (+6);
Con 15 (+8); Int 12 (+7); Cha 19 (+10)
Equipment cloth armor, dagger
-1 Level / +1 Level
Gnoll Dragon Sorcerer [Level 13 Skirmisher]
Medium natural humanoid [XP 800]
Initiative +9; Senses Perception +6; low-light
HP 127; Bloodied 63
Healing Surges (+31 hp) ○○
AC 24; Fortitude 24, Reflex 24, Will 27
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +16 vs. AC; 1d8 + 8 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +15 vs. Reflex; 1d8 + 14 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] Thunder Breath (standard) ✦ Thunder
- Close blast 3; +15 vs. Fortitude; 2d6 + 14 thunder damage, and the target is dazed and slowed until the end of the gnoll sorcerer’s
next turn.
- □ [C] Adamantine Echo (standard) ✦ Thunder
- Close blast 3; +15 vs. Fortitude; 2d6 + 14 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 4 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 +5 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 +12, Athletics +14
Str 17 (+9); Dex 16 (+9); Wis 11 (+6);
Con 15 (+8); Int 12 (+7); Cha 19 (+10)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Gnoll Earth Warden [Level 13 Brute]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +13; low-light
HP 159; Bloodied 79
Healing Surges (+39 hp) ○○
AC 30; Fortitude 26, Reflex 25, Will 24
Speed 7
- ● [m] Battleaxe (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +17 vs. AC; 1d10 + 9 damage, and the gnoll warden gains a +1 power bonus to AC until the end of the gnoll warden’s next turn.
- ○ [M] Ponderous Strike (standard) ✦ Weapon
- +17 vs. AC; 3d10 + 9 damage. Hit or Miss: The target provokes an opportunity attack from the gnoll warden if it shifts
before the end of the gnoll warden’s next turn.
- ○ Ferocious Charge (standard)
- The gnoll warden charges and deals an extra 4 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; +17 vs. AC; 2d10 + 9 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 +12, Perception +13
Str 19 (+10); Dex 15 (+8); Wis 14 (+8);
Con 19 (+10); Int 11 (+6); Cha 12 (+7)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Gnoll Wild Warden [Level 13 Brute]
Medium natural humanoid [XP 800]
Initiative +8; Senses Perception +14; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 27; Fortitude 26, Reflex 23, Will 25
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +17 vs. AC; 1d6 + 9 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12), and the target is slowed until the end of the gnoll warden’s next turn.
- ○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
- +17 vs. AC; 1d12 + 9 radiant damage (crit 21 + 2d12), and the target is blinded until the end of the gnoll warden’s next turn.
If the target is bloodied, the gnoll warden shifts 2 squares.
- ○ Ferocious Charge (standard)
- The gnoll warden charges and deals an extra 4 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:
+17 vs. AC; 1d12 + 9 damage (crit 21 + 2d12), 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; +17 vs. Fortitude; 1d12 + 9 damage (crit 21 + 2d12), 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 +14, Perception +14
Str 19 (+10); Dex 15 (+8); Wis 17 (+9);
Con 16 (+9); Int 11 (+6); Cha 12 (+7)
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.