Gnoll NPCs [Level 16]

Gnoll Battle Cleric [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +12; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 29, Reflex 26, Will 30
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage, and one ally within 5 squares gains a +5 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
+21 vs. AC; 2d10 + 11 lightning damage, and make a secondary attack against one creature within 3 squares. Secondary Attack: +21 vs. AC; 1d10 + 11 lightning damage.
□ [M] Holy Spark (standard) ✦ Lightning, Weapon
+21 vs. Will; 2d10 + 11 lightning damage, and ongoing 10 lightning damage (save ends). While this power’s ongoing damage is in effect, any ally of the target that starts its turn within 3 squares of the target takes 2d10 lightning damage. Miss: Half damage, and no ongoing lightning damage.
Ferocious Charge (standard)
The gnoll cleric charges and deals an extra 4 damage on a successful attack.
Divine Armor (standard) ✦ Healing
The gnoll cleric gains a +2 power bonus to AC. The gnoll cleric and each ally within 3 squares gain resist 5 to all damage until the end of the encounter.
○○○ Healing Word (minor) ✦ Healing
The gnoll cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +17, Religion +13
Str 20 (+13); Dex 14 (+10); Wis 18 (+12);
Con 15 (+10); Int 11 (+8); Cha 14 (+10)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Gnoll Devoted Cleric [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 26, Reflex 26, Will 31
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+18 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 3d8 + 11 damage, and the target takes a -4 penalty to all defenses until the end of the gnoll cleric’s next turn.
□ [C] Seal of Warding (standard) ✦ Radiant, Zone
Close burst 3; targets enemies; +19 vs. Will; 4d10 + 11 radiant damage, and the target is slowed until the end of the gnoll cleric’s next turn. Miss: Half damage, and the target is not slowed. Hit or Miss: The burst creates a zone of difficult terrain that grants cover to the gnoll cleric and the gnoll cleric’s allies against ranged attacks until the end of the gnoll cleric’s next turn. Sustain Minor: The zone persists.
Ferocious Charge (standard)
The gnoll cleric charges and deals an extra 4 damage on a successful attack.
Hallowed Ground (standard) ✦ Zone
Close burst 5. The burst creates a zone of hallowed ground. The gnoll cleric and any allies gain the following benefits while within the zone: a +2 power bonus to saving throws, a +2 power bonus to all defenses, and a +2 power bonus to attack rolls. The area remains hallowed until the end of the encounter.
○○○ Healing Word (minor) ✦ Healing
The gnoll cleric or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 +18, Religion +13
Str 14 (+10); Dex 14 (+10); Wis 20 (+13);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Gnoll Greatweapon Fighter [Level 16 Soldier]

Medium natural humanoid [XP 1400]

Initiative +11; Senses Perception +9; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 31; Fortitude 31, Reflex 27, Will 25
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +21 vs. AC; 1d6 + 11 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12). Miss: 5 damage.
○ [M] Giant’s Wake (standard) ✦ Weapon
+21 vs. AC; 2d12 + 16 damage (crit 40 + 2d12), and make a secondary attack against each enemy adjacent to the primary target and within the gnoll fighter’s melee reach. Secondary Attack: +21 vs. AC; 1d12 + 16 damage (crit 28 + 2d12).
Ferocious Charge (standard)
The gnoll fighter charges and deals an extra 4 damage on a successful attack.
Unyielding Avalanche (minor) ✦ Healing, Stance, Weapon
The gnoll fighter gains regeneration 5, a +1 power bonus to AC, and a +1 power bonus to saving throws. Any enemy that starts its turn adjacent to the gnoll fighter takes 1d12 + 6 damage damage and is slowed until the end of its turn, as long as the gnoll fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the gnoll fighter uses another stance power.
Iron Warrior (minor) ✦ Healing
The gnoll fighter spends a healing surge, regaining an additional 2d6 + 5 hit points, and makes a saving throw against one effect that a save can end.
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 +18, Intimidate +16
Str 20 (+13); Dex 16 (+11); Wis 13 (+9);
Con 20 (+13); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Gnoll Guardian Fighter [Level 16 Soldier]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +9; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 33; Fortitude 31, Reflex 31, Will 25
Speed 6

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+22 vs. AC; 1d8 + 11 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
+22 vs. AC; 1d8 + 16 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.
□ [M] Dragon’s Fangs (standard) ✦ Weapon
Two attacks against one or two creatures; +22 vs. AC; 3d8 + 11 damage. Miss: Half damage.
Ferocious Charge (standard)
The gnoll fighter charges and deals an extra 4 damage on a successful attack.
Interposing Shield (immediate interrupt)
When an adjacent ally is hit by an attack.
The ally gains a +4 power bonus to AC and Reflex defense against the triggering attack.
Blood Fury
The gnoll fighter gains a +2 bonus to damage rolls while bloodied.
Combat Challenge
Every time the gnoll fighter attacks an enemy, the gnoll fighter can mark that target, whether the attack hits or misses. The mark lasts until the end of the gnoll fighter’s next turn. If the marked creature makes an attack that doesn’t include the gnoll fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent to the gnoll fighter and shifts or makes an attack that does not include the gnoll fighter, the gnoll fighter can make a melee basic attack against that enemy as an immediate interrupt.

Skills Heal +14, Intimidate +16
Str 20 (+13); Dex 20 (+13); Wis 13 (+9);
Con 16 (+11); Int 11 (+8); Cha 12 (+9)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Gnoll Avenging Paladin [Level 16 Soldier]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +10; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 27, Will 29
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+22 vs. AC; 1d10 + 11 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
+22 vs. AC; 3d10 + 11 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.
□ [M] Bloodied Retribution (standard) ✦ Healing, Weapon
Usable only while bloodied.
+22 vs. AC; 4d10 + 11 damage. Miss: Half damage. Hit or Miss: The gnoll paladin can spend a healing surge.
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 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.
Angelic Intercession (immediate interrupt) ✦ Teleportation
When an ally within 5 squares of the gnoll paladin is hit by an attack.
The gnoll paladin teleports adjacent to the ally and is hit by the attack instead.
Blood Fury
The gnoll paladin gains a +2 bonus to damage rolls while bloodied.

Skills Intimidate +19, Religion +13
Str 20 (+13); Dex 14 (+10); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Gnoll Protecting Paladin [Level 16 Soldier]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +10; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 34; Fortitude 29, Reflex 29, Will 30
Speed 6

● [m] Longsword (standard) ✦ Weapon
+21 vs. AC; 1d8 + 10 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +20 vs. AC; 1d6 + 10 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage, and the gnoll paladin gains 2 temporary hit points.
○ [M] Renewing Smite (standard) ✦ Healing, Weapon
+22 vs. AC; 2d8 + 11 damage, and one ally within 5 squares of the gnoll paladin regains 12 hit points.
□ [R] True Nemesis (standard)
Ranged 5; +19 vs. Will; 2d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever the target is within 5 squares of the gnoll paladin and attacks the gnoll paladin or an ally, the gnoll paladin can make a secondary attack against the target as an immediate reaction. Secondary Attack: +19 vs. Will; 2d10 + 11 damage. Miss: Half damage.
Ferocious Charge (standard)
The gnoll paladin charges and deals an extra 4 damage on a successful attack.
Death Ward (standard) ✦ Healing
The gnoll paladin touches one dying creature and spends a healing surge but regain no hit points from it. Instead, the target regains hit points as if it had spent two healing surges. Add +5 to the hit points regained.
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 11 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 +20, Religion +13
Str 18 (+12); Dex 14 (+10); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 20 (+13)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Gnoll Archer Ranger [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +14; Senses Perception +15; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 33; Fortitude 29, Reflex 31, Will 26
Speed 7

● [m] Longsword (standard) ✦ Weapon
+21 vs. AC; 1d8 + 10 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+21 vs. AC; 1d6 + 10 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +22 vs. AC; 1d10 + 12 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage (off-hand).
Longbow: Ranged 20/40; +22 vs. AC (twice); 1d10 + 6 damage.
○ [M/R] Pinning Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +21/+21 vs. AC; 1d8 + 6 damage (main)/1d6 + 6 damage (off-hand).
Longbow: Ranged 20/40; +22 vs. AC (twice); 1d10 + 6 damage.
Hit: The target is immobilized until the start of the gnoll ranger’s next turn.
□ [R] Confounding Arrows (standard) ✦ Weapon
Ranged 20/40; three attacks against one, two, or three creatures; +22 vs. AC; 1d10 + 12 damage per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes +2d10 damage. Miss: The target is dazed (save ends).
Ferocious Charge (standard)
The gnoll ranger charges and deals an extra 4 damage on a successful attack.
Momentary Respite (standard)
The gnoll ranger shifts 2 squares and makes a saving throw. The gnoll ranger is no longer marked by any enemy.
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.
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 +15, Stealth +18
Str 18 (+12); Dex 22 (+14); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Gnoll Two-Blade Ranger [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +15; low-light
HP 161; Bloodied 80
Healing Surges (+40 hp) ○○
AC 32; Fortitude 30, Reflex 30, Will 26
Speed 7

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +21 vs. AC; 1d10 + 11 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +22/+22 vs. AC; 1d8 + 6 damage (main)/1d8 + 6 damage (off-hand).
Longbow: Ranged 20/40; +21 vs. AC (twice); 1d10 + 6 damage.
○ [M] Armor Splinter (standard) ✦ Weapon
Two attacks on one creature.
Longsword (main): +22 vs. AC; 1d8 + 11 damage.
Longsword (off hand): +22 vs. AC; 1d8 + 11 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.
□ [M] Blade Cascade (standard) ✦ Weapon
Attack one or more creatures.
Longsword (main): +22 vs. AC; 2d8 + 11 damage.
Longsword (off hand): +22 vs. AC; 2d8 + 11 damage.
Alternate main and off-hand weapon attacks until the gnoll ranger misses or until the gnoll ranger makes five attacks. As soon as an attack misses, this attack ends.
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.
Evade the Blow (immediate interrupt)
When an enemy hits the gnoll ranger with a melee attack.
Shift 1 square away from the enemy.
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 +15, Perception +15
Str 20 (+13); Dex 20 (+13); Wis 14 (+10);
Con 15 (+10); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Gnoll Brawny Rogue [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +14; Senses Perception +9; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 28, Reflex 32, Will 26
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+21 vs. AC; 1d6 + 10 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +23 vs. AC; 1d6 + 12 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+23 vs. Reflex; 1d6 + 12 damage.
○ [M] Unbalancing Attack (standard) ✦ Weapon
+23 vs. AC; 3d6 + 12 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 +4 bonus to the attack roll and damage roll with the opportunity attack, and the target is knocked prone on a hit.
□ [M] Garrote Grip (standard) ✦ Reliable, Weapon
The gnoll rogue can use this power as a minor action if the gnoll rogue has already grabbed a creature. Doing so requires no attack roll. +23 vs. Reflex; 2d6 + 12 damage, and the gnoll rogue grabs the target. Until the target escapes, the gnoll rogue has cover, and any melee attack or ranged attack that misses the gnoll rogue hits the target instead. Sustain Minor: Sustain the grab for another round. The third time the gnoll rogue sustains the grab after using this power, the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. Miss: The power is not expended.
Ferocious Charge (standard)
The gnoll rogue charges and deals an extra 4 damage on a successful attack.
Leaping Dodge (immediate interrupt)
When an enemy targets the gnoll rogue with an attack.
Make an Athletics check to jump with a +5 power bonus and move the appropriate distance.
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 +19, Thievery +19
Str 18 (+12); Dex 22 (+14); Wis 12 (+9);
Con 15 (+10); Int 11 (+8); Cha 14 (+10)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Gnoll Trickster Rogue [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +14; Senses Perception +14; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 26, Reflex 32, Will 28
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+19 vs. AC; 1d6 + 8 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +22 vs. AC; 1d6 + 12 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +23 vs. AC; 1d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 1d6 + 12 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: +23 vs. AC; 2d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 2d6 + 12 damage.
Hit: The target slides 2 squares. Hit or Miss: The gnoll rogue can move 3 squares after making the attack.
□ [M/R] Slaying Strike (standard) ✦ Weapon
Short Sword: +23 vs. AC; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. AC; 3d6 + 12 damage.
Miss: Half damage. Special: If the target is bloodied, this attack does 5d6 + 14 damage (short sword) or 5d6 + 14 damage (hand crossbow), half damage on a miss, and can score a critical hit on a roll of 17–20.
Ferocious Charge (standard)
The gnoll rogue charges and deals an extra 4 damage on a successful attack.
Hide in Plain Sight (minor)
The gnoll rogue must already be hidden to use this power. The gnoll rogue is invisible until the gnoll rogue leaves the gnoll rogue’s current square. No other action that the gnoll rogue performs makes the gnoll rogue visible.
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 +19, Thievery +19
Str 14 (+10); Dex 22 (+14); Wis 12 (+9);
Con 15 (+10); Int 11 (+8); Cha 18 (+12)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Gnoll Fey-Pact Warlock [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +9; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 30; Fortitude 27, Reflex 29, Will 30
Speed 7

● [m] Spear (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +19 vs. Reflex; 1d10 + 11 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 1d6 + 11 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; +19 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 +4 power bonus to these attack rolls.
□ [R] Curse of the Golden Mist (standard) ✦ Charm
Ranged 10; +19 vs. Will; The target loses its next standard action. Sustain Standard: Make a +19 vs. Will attack against the target. On a hit, the target loses its next standard action. On a miss, the power ends.
Ferocious Charge (standard)
The gnoll warlock charges and deals an extra 4 damage on a successful attack.
Infuriating Elusiveness (move) ✦ Illusion, Teleportation
The gnoll warlock becomes invisible and then teleport 4 squares. The invisibility lasts until the start of the gnoll warlock’s next turn.
Warlock’s Curse (minor)
The gnoll warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the gnoll warlock can deal an extra 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 +17, Bluff +18
Str 11 (+8); Dex 14 (+10); Wis 13 (+9);
Con 16 (+11); Int 18 (+12); Cha 20 (+13)
Equipment leather armor, spear

-1 Level / +1 Level

Gnoll Infernal-Pact Warlock [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +9; low-light
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○
AC 30; Fortitude 30, Reflex 29, Will 27
Speed 7

● [m] Mace (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +20 vs. Reflex; 1d6 + 12 fire damage. If the gnoll warlock takes damage before the end of the gnoll warlock’s next turn, the target takes an extra 1d6 + 12 fire damage.
○ [R] Soul Flaying (standard) ✦ Necrotic
Ranged 10; +20 vs. Will; 2d8 + 16 necrotic damage, and the target is weakened until the end of the gnoll warlock’s next turn.
□ [R] Fireswarm (standard) ✦ Fire, Poison
Ranged 10; +20 vs. Reflex; 4d10 + 12 fire and poison damage. Sustain Standard: Make a +20 vs. Fortitude attack against the target. On a hit, the target and each creature adjacent to it takes 2d10 + 12 fire and poison damage. On a miss, the gnoll warlock deals half damage and the power ends.
Ferocious Charge (standard)
The gnoll warlock charges and deals an extra 4 damage on a successful attack.
Cloak of Shadow (move)
The gnoll warlock can fly a number of squares equal to the gnoll warlock’s speed + 2. If the gnoll warlock doesn’t land at the end of this move, the gnoll warlock falls. Until the end of the gnoll warlock’s next turn, the gnoll warlock is insubstantial, and the gnoll warlock cannot affect, attack, or use powers on creatures or objects.
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 16 temporary hit points.
Blood Fury
The gnoll warlock gains a +2 bonus to damage rolls while bloodied.

Skills Arcana +17, Intimidate +17
Str 11 (+8); Dex 15 (+10); Wis 12 (+9);
Con 22 (+14); Int 18 (+12); Cha 14 (+10)
Equipment leather armor, mace

-1 Level / +1 Level

Gnoll Star-Pact Warlock [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +9; low-light
HP 158; Bloodied 79
Healing Surges (+39 hp) ○○
AC 28; Fortitude 30, Reflex 27, Will 29
Speed 7

● [m] Sickle (standard) ✦ Weapon
+16 vs. AC; 1d6 + 6 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +20 vs. Reflex; 1d10 + 12 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +20 vs. Fortitude; 1d6 + 12 radiant damage. If the target moves nearer to the gnoll warlock on its next turn, it takes an extra 1d6 + 12 damage.
○ [R] Coldfire Vortex (standard) ✦ Cold or Radiant
Ranged 10; +20 vs. Fortitude; 2d10 + 12 damage (choose cold or radiant damage), and make a secondary attack against each creature adjacent to the primary target. Secondary Attack: +20 vs. Reflex; 1d10 + 14 damage (choose cold or radiant damage).
□ [A] Tendrils of Thuban (standard) ✦ Cold, Zone
Area burst 1 within 10; +20 vs. Fortitude; 4d10 + 12 cold damage, and the target is immobilized (save ends). Hit or Miss: The burst creates a zone of tendrils that lasts until the end of the gnoll warlock’s next turn. Sustain Minor: Make a +20 vs. Fortitude attack against all targets within the zone. On a hit, the target takes 1d10 + 12 cold damage and is immobilized (save 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.
Eye of the Warlock (minor)
Ranged 10; the gnoll warlock sees through the target’s eyes. The target is not aware that the gnoll warlock is doing so. The gnoll warlock has line of sight and line of effect from the target for the gnoll warlock’s attacks. The gnoll warlock’s warlock powers can originate in the target’s square. Each time the gnoll warlock uses a power through this link, a mystical third eye briefly appears upon the target’s brow (save ends).
Fate of the Void (free)
When a cursed enemy is reduced to 0 hit points or less.
The gnoll warlock gains a +1 bonus to a single d20 roll the gnoll warlock makes during the gnoll warlock’s next turn. This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
Blood Fury
The gnoll warlock gains a +2 bonus to damage rolls while bloodied.

Skills Arcana +15, Insight +14
Str 11 (+8); Dex 15 (+10); Wis 12 (+9);
Con 22 (+14); Int 14 (+10); Cha 18 (+12)
Equipment leather armor, sickle

-1 Level / +1 Level

Gnoll Inspiring Warlord [Level 16 Soldier (Leader)]

Medium natural humanoid [XP 1400]

Initiative +12; Senses Perception +8; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 30; Fortitude 30, Reflex 26, Will 29
Speed 6

● [m] Halberd (standard) ✦ Weapon
Reach 1; +21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Furious Smash (standard) ✦ Weapon
+21 vs. Fortitude; 5 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 +4 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
+21 vs. AC; 3d10 + 11 damage, and the gnoll warlord grants 14 temporary hit points to an ally within 5 squares.
□ [M] Renew the Troops (standard) ✦ Healing, Weapon
+21 vs. AC; 3d10 + 11 damage, and each ally who has line of sight to the gnoll warlord regains hit points as if he or she had spent a healing surge, regaining an additional +4 extra hit points. Miss: Each ally who has line of sight to the gnoll warlord regains 14 hit points.
Ferocious Charge (standard)
The gnoll warlord charges and deals an extra 4 damage on a successful attack.
Warlord’s Banner (standard) ✦ Healing
Each ally within 5 squares can spend a healing surge. Until the end of the gnoll warlord’s next turn, each target gains a +2 power bonus to attack rolls.
○○○ Inspiring Word (minor) ✦ Healing
The gnoll warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 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 12 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 +13, History +15
Str 20 (+13); Dex 14 (+10); Wis 11 (+8);
Con 15 (+10); Int 14 (+10); Cha 18 (+12)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Gnoll Tactical Warlord [Level 16 Soldier (Leader)]

Medium natural humanoid [XP 1400]

Initiative +12; Senses Perception +8; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 30, Reflex 29, Will 27
Speed 7

● [m] Longsword (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 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
+22 vs. Fortitude; 2d8 + 11 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 +4 power bonus to these attack rolls.
□ [M] Make Them Bleed (standard) ✦ Weapon
+22 vs. AC; 3d8 + 11 damage, and ongoing 5 damage (save ends). Hit or Miss: Until the end of the encounter, when the gnoll warlord or an ally hits the target, that attack also deals ongoing 5 damage (save ends).
Ferocious Charge (standard)
The gnoll warlord charges and deals an extra 4 damage on a successful attack.
White Raven Formation (standard)
Each ally within 5 squares can take a move action.
○○○ Inspiring Word (minor) ✦ Healing
The gnoll warlord or one ally within 10 squares can spend a healing surge and regain an additional 4d6 hit points. This power can only be used once per round.
Blood Fury
The gnoll warlord gains a +2 bonus to damage rolls while bloodied.
Tactical Presence
When an ally the gnoll warlord can see spends an action point to make an extra attack, the ally gains a +4 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 +13, History +17
Str 20 (+13); Dex 14 (+10); Wis 11 (+8);
Con 15 (+10); Int 18 (+12); Cha 14 (+10)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Gnoll Control Wizard [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +11; Senses Perception +12; low-light
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 30
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +19 vs. Fortitude; 1d6 + 11 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; +19 vs. Will; 2d6 + 11 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.
□ [C] Prismatic Beams (standard) ✦ Fire, Poison
Close burst 5; targets enemies; +19 vs. Fortitude, Reflex, Will. The gnoll wizard makes only one attack per target, but compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 2d6 + 11 poison damage, and ongoing 5 poison damage (save ends).
Reflex: The target takes 2d6 + 11 fire damage, and ongoing 5 fire damage (save ends).
Will: The target is dazed (save ends).
A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.
Ferocious Charge (standard)
The gnoll wizard charges and deals an extra 4 damage on a successful attack.
Orb of Imposition (free)
The gnoll wizard can choose one creature suffering from one of the gnoll wizard’s wizard spells whose effect ends on a saving throw. That creature takes a -4 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.
Displacement (immediate interrupt) ✦ Illusion
When a ranged or a melee attack hits the gnoll wizard or one ally within 5 squares.
The attacker must reroll the attack roll.
Blood Fury
The gnoll wizard gains a +2 bonus to damage rolls while bloodied.

Skills Arcana +18, Insight +17
Str 11 (+8); Dex 16 (+11); Wis 18 (+12);
Con 15 (+10); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Gnoll War Wizard [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +10; low-light
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 28
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+16 vs. AC; 1d8 + 6 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +19 vs. Reflex; 1d6 + 11 fire damage.
○ [C] Thunderlance (standard) ✦ Thunder
Close blast 5; +19 vs. Reflex; 4d6 + 11 thunder damage, and the target is pushed 4 squares.
□ [C] Blast of Cold (standard) ✦ Cold
Close blast 5; targets enemies; +19 vs. Reflex; 6d6 + 11 cold damage, and the target is immobilized (save ends). 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.
Stoneskin (standard)
The gnoll wizard or one ally touched by the gnoll wizard gains resist 10 to all damage until the end of the encounter or for 5 minutes.
Wand of Accuracy (free)
The gnoll wizard gains a +5 bonus to a single attack roll.
Blood Fury
The gnoll wizard gains a +2 bonus to damage rolls while bloodied.

Skills Arcana +18, History +18
Str 11 (+8); Dex 20 (+13); Wis 14 (+10);
Con 15 (+10); Int 20 (+13); Cha 12 (+9)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Gnoll Isolating Avenger [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 31; Fortitude 27, Reflex 29, Will 30
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+19 vs. AC; 1d10 + 8 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +18 vs. AC; 1d6 + 8 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 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
+22 vs. Will; 2d10 + 11 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 +2 bonus to attack rolls against the target.
□ [M] Aspect of Fury (standard) ✦ Weapon
+22 vs. AC; 3d10 + 11 damage. Miss: Half damage. Hit or Miss: Until the end of the encounter, any enemy that starts its turn adjacent to the gnoll avenger or that hits or misses the gnoll avenger with a melee attack takes 5 damage.
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.
Bulwark of Defiance (no action)
When the gnoll avenger fails a saving throw other than a death saving throw.
Until the end of the gnoll avenger’s next turn, the effect the gnoll avenger failed the saving throw against doesn’t affect the gnoll avenger, but the gnoll avenger makes saving throws against it as normal.
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 +4 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 +15, Religion +17
Str 14 (+10); Dex 14 (+10); Wis 20 (+13);
Con 15 (+10); Int 18 (+12); Cha 11 (+8)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Gnoll Pursuing Avenger [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +13; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+19 vs. AC; 1d10 + 8 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +21 vs. AC; 1d8 + 11 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+22 vs. AC; 1d10 + 11 damage, and if the target doesn’t end its next turn adjacent to the gnoll avenger, the gnoll avenger can shift 6 squares as a free action. The gnoll avenger must end that shift closer to the target.
○ [R] Sequestering Word (standard) ✦ Teleportation, Thunder
Ranged 10; +19 vs. Will; 2d8 + 11 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 5 thunder damage.
□ [R] Sigil of Carceri (standard) ✦ Force
Ranged 10; +19 vs. Fortitude; 2d10 + 11 force damage. The target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss (save ends both). Miss: Half damage. Until the end of the gnoll avenger’s next turn, the target is immobilized, and its attacks against creatures more than 5 squares away from it automatically miss.
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.
Astral Cloak (minor) ✦ Illusion
The gnoll avenger becomes invisible until the end of the gnoll avenger’s turn.
○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
When an ally within 10 squares of the gnoll avenger makes an attack roll against the gnoll avenger’s oath of enmity target.
The ally makes a second attack roll and uses either result.
Blood Fury
The gnoll avenger gains a +2 bonus to damage rolls while bloodied.
Censure of Pursuit
If the gnoll avenger’s oath of enmity target moves away from the gnoll avenger willingly, the gnoll avenger gains a +9 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 +14, Stealth +18
Str 14 (+10); Dex 20 (+13); Wis 20 (+13);
Con 15 (+10); Int 12 (+9); Cha 11 (+8)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Gnoll Rageblood Barbarian [Level 16 Brute]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +14; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 26
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d8 + 11 damage (crit 39 + 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; +21 vs. AC; 2d12 + 11 damage (crit 35 + 2d12) and the target is pushed 1 square.
□ [M] Hunting Lion Rage (standard) ✦ Rage, Weapon
+21 vs. AC; 4d12 + 11 damage (crit 59 + 2d12). Miss: Half damage. Hit or Miss: The gnoll barbarian enters the rage of the hunting lion. Until the rage ends, the gnoll barbarian gains a +2 power bonus to attack rolls against any target that is granting combat advantage to the gnoll barbarian.
Ferocious Charge (standard)
The gnoll barbarian charges and deals an extra 4 damage on a successful attack.
Primal Resistance (minor) ✦ Stance
Until the stance ends, the gnoll barbarian gains resist 10 against a damage type of the gnoll barbarian’s choice: acid, cold, fire, lightning, or thunder. Stance: This power lasts until the end of the encounter or until the gnoll barbarian uses another stance power.
Swift Charge (free)
When the gnoll barbarian’s attack reduces an enemy to 0 hit points.
The gnoll barbarian charges an enemy.
Blood Fury
The gnoll barbarian gains a +2 bonus to damage rolls while bloodied.
Rageblood Vigor
Whenever the gnoll barbarian’s attack reduces an enemy to 0 hit points, the gnoll barbarian gains 10 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 +17, Perception +14
Str 20 (+13); Dex 15 (+10); Wis 12 (+9);
Con 20 (+13); Int 11 (+8); Cha 14 (+10)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Gnoll Thaneborn Barbarian [Level 16 Brute]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +14; low-light
HP 186; Bloodied 93
Healing Surges (+46 hp) ○○
AC 31; Fortitude 31, Reflex 28, Will 28
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+21 vs. AC; 1d12 + 2d6 + 11 damage (crit 35 + 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
+21 vs. Fortitude; 3d12 + 11 damage (crit 47 + 2d12). Make a secondary attack against each adjacent enemy. Secondary Attack: +20 vs. Will; the secondary target moves 2 squares away from the gnoll barbarian as a free action and takes a –4 penalty to attack rolls until the end of the gnoll barbarian’s next turn.
□ [M] Thunderfury Rage (standard) ✦ Rage, Weapon
+21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the gnoll barbarian knocks the target prone. Miss: Half damage. Hit or Miss: The gnoll barbarian enters the rage of the thunderfury boar. Until the rage ends, when any enemy adjacent to the gnoll barbarian hits or misses the gnoll barbarian, the gnoll barbarian can make a melee basic attack against that enemy as an immediate reaction.
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.
Spur the Cycle (free)
When the gnoll barbarian reducees an enemy to 0 hit points during the gnoll barbarian’s turn.
The gnoll barbarian takes a standard action.
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 +4 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 +17, Perception +14
Str 20 (+13); Dex 15 (+10); Wis 12 (+9);
Con 16 (+11); Int 11 (+8); Cha 18 (+12)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Gnoll Cunning Bard [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Speed 7

● [m] Longsword (standard) ✦ Weapon
+18 vs. AC; 1d8 + 7 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 1d6 + 11 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; +19 vs. Will; 1d10 + 11 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 -4 penalty to attack rolls.
□ [R] Confusing Chorus (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 3d6 + 11 psychic damage. As the first action of each of the target’s turns, the target makes a melee basic attack against a creature of the gnoll bard’s choice as a free action (save ends). Miss: Half damage. As the first action of the target’s next turn, the target makes a melee basic attack against a creature of the gnoll bard’s choice as a free action.
Ferocious Charge (standard)
The gnoll bard charges and deals an extra 4 damage on a successful attack.
Blink Zone (standard) ✦ Teleportation, Zone
Area burst 2 within 10; the burst creates a zone of planar instability that lasts until the end of the gnoll bard’s next turn. While within the zone, the gnoll bard and any ally gains a +2 power bonus to AC and Reflex and can teleport 2 squares as a move action. Sustain Minor: The zone persists.
○○○ Majestic Word (minor) ✦ Healing
The gnoll bard or one ally within 10 squares can spend a healing surge and regain an additional 3d6 + 5 hit points. This power can only be used once per round. The gnoll bard can also slide the target 1 square.
Blood Fury
The gnoll bard gains a +2 bonus to damage rolls while bloodied.
Virtue of Cunning
Once per round, when an enemy attack misses an ally within 9 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 +17, Bluff +18
Str 13 (+9); Dex 14 (+10); Wis 11 (+8);
Con 16 (+11); Int 18 (+12); Cha 20 (+13)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Gnoll Valorous Bard [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 31; Fortitude 29, Reflex 28, Will 30
Speed 6

● [m] Longsword (standard) ✦ Weapon
+18 vs. AC; 1d8 + 7 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+22 vs. AC; 1d8 + 11 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
+22 vs. AC; 2d8 + 11 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 +5 bonus to damage rolls.
□ [M] Quick Steel Dance (standard) ✦ Weapon
+22 vs. AC; 3d8 + 11 damage, and until the end of the gnoll bard’s next turn, the target is marked by an ally within 10 squares of the gnoll bard. Miss: Half damage. Hit or Miss: Until the end of the encounter, whenever an enemy that is adjacent to any of the gnoll bard’s allies shifts, those allies can each shift 1 square as an opportunity action.
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 3d6 + 5 hit points. This power can only be used once per round. The gnoll bard can also slide the target 1 square.
Chorus of Recovery (minor)
Close burst 3; the burst creates a zone of rejuvenation that lasts until the end of the gnoll bard’s next turn. When the gnoll bard moves, the zone moves with the gnoll bard, remaining centered on the gnoll bard. Any ally who starts his or her turn within the zone can make a saving throw. Sustain Minor: The zone persists.
Blood Fury
The gnoll bard gains a +2 bonus to damage rolls while bloodied.
Virtue of Valor
Once per round, when any ally within 5 squares of the gnoll bard reduces an enemy to 0 hit points or bloodies an enemy, the gnoll bard can grant 8 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 +15, Athletics +13
Str 13 (+9); Dex 14 (+10); Wis 11 (+8);
Con 20 (+13); Int 14 (+10); Cha 20 (+13)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Gnoll Guardian Druid [Level 16 Controller]

Medium natural humanoid [XP 1400]

Initiative +11; Senses Perception +13; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 32; Fortitude 29, Reflex 28, Will 30
Speed 7

● [m] Scythe (standard) ✦ Weapon
+17 vs. AC; 2d4 + 7 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 1d6 + 6 cold damage, and the target slides 1 square.
○ [C] Tidal Surge (standard)
Close blast 5; +19 vs. Fortitude; 2d6 + 11 damage, and the gnoll druid slides the target 3 squares.
□ [A] Call Lightning Storm (standard) ✦ Lightning, Zone
Area burst 1 within 10; +19 vs. Reflex; 2d6 + 11 lightning damage. Hit or Miss: The burst creates a zone of wind and lightning that lasts until the end of the gnoll druid’s next turn. Any creature that enters the zone or starts its turn there is slowed until the end of the gnoll druid’s next turn. As a move action, the gnoll druid can move the zone 5 squares. Sustain Minor: The zone persists, and each creature within it takes 5 lightning damage.
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.
Howl of the Wild (minor) ✦ Beast Form, Healing
The gnoll druid and each ally within 5 squares can spend a healing surge, and each target regains 2d6 hit points.
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 +18, Nature +18
Str 13 (+9); Dex 16 (+11); Wis 20 (+13);
Con 20 (+13); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, scythe

-1 Level / +1 Level

Gnoll Predator Druid [Level 16 Controller]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +18; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 32; Fortitude 27, Reflex 30, Will 30
Speed 8

● [m] Scythe (standard) ✦ Weapon
+17 vs. AC; 2d4 + 7 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+19 vs. Reflex; 1d8 + 11 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; +19 vs. Reflex; 1d6 + 6 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 5 fire damage.
○ [M] Claws of Retribution (standard) ✦ Beast Form
+19 vs. Reflex; 2d6 + 11 damage, and until the end of the gnoll druid’s next turn, the gnoll druid can make a melee basic attack with a +5 attack bonus as an opportunity action against any enemy adjacent to the gnoll druid that hits or misses with an attack.
□ [M] Revitalizing Pounce (standard) ✦ Beast Form
+19 vs. Reflex; 3d8 + 11 damage, and remove from the gnoll druid every effect that a save can end. Miss: Half damage, and the gnoll druid makes a saving throw against each effect that a save can end.
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.
Insect Plague (free)
Until the end of the encounter, the gnoll druid can use wild shape to assume the form of a cloud of insects. In this form, the gnoll druid gains a fly speed equal to the gnoll druid’s speed, and the gnoll druid can hover. The gnoll druid also becomes insubstantial. When the gnoll druid squeezes, the gnoll druid can move at full speed instead of half speed and can fit through any opening large enough to accommodate even a single insect. The gnoll druid can’t attack, pick up anything, or manipulate objects. Until this power ends, the gnoll druid can use wild shape to change among this form, another beast form, and the gnoll druid’s humanoid form.
Blood Fury
The gnoll druid gains a +2 bonus to damage rolls while bloodied.
Primal Predator
While the gnoll druid is not wearing heavy armor, the gnoll druid gains a +1 bonus to the gnoll druid’s speed.

Skills Nature +18, Perception +18
Str 13 (+9); Dex 20 (+13); Wis 20 (+13);
Con 16 (+11); Int 12 (+9); Cha 11 (+8)
Equipment hide armor, scythe

-1 Level / +1 Level

Gnoll Preserving Invoker [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 118; Bloodied 59
Healing Surges (+29 hp) ○○
AC 31; Fortitude 28, Reflex 29, Will 30
Speed 7

● [m] Morningstar (standard) ✦ Weapon
+16 vs. AC; 1d10 + 6 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +19 vs. Reflex; 1d8 + 11 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; +19 vs. Fortitude; 3d6 + 11 damage, and the gnoll invoker either slides the target 5 squares or the gnoll invoker slides the target 1 square and knocks it prone.
□ [A] Three Beacons of Twilight (standard) ✦ Radiant, Zone
Area burst 2 within 10; targets enemies; +19 vs. Will; 4d6 + 11 radiant damage. Miss: Half damage. Hit or Miss: The burst creates a zone of glimmering light that lasts until the end of the encounter. As a minor action, the gnoll invoker can teleport a creature within the zone 5 squares.
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 +4 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.
Shield of Justice (immediate interrupt)
When an enemy within 10 squares of the gnoll invoker makes an attack roll against the gnoll invoker’s ally.
The triggering enemy takes a –4 penalty to the triggering attack roll. Until the end of the gnoll invoker’s next turn, any attacker gains a +2 power bonus to attack rolls against the triggering enemy.
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 +17, Religion +17
Str 11 (+8); Dex 15 (+10); Wis 20 (+13);
Con 16 (+11); Int 18 (+12); Cha 12 (+9)
Equipment hide armor, morningstar

-1 Level / +1 Level

Gnoll Wrathful Invoker [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +13; low-light
HP 122; Bloodied 61
Healing Surges (+30 hp) ○○
AC 30; Fortitude 30, Reflex 27, Will 30
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+16 vs. AC; 1d10 + 6 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +19 vs. Fortitude; 1d10 + 11 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an extra +5 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; +19 vs. Will; 2d8 + 11 damage, or 3d8 + 11 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] Wall of Blades (standard) ✦ Conjuration, Radiant
Area wall 8 within 20; the gnoll invoker conjures a wall in unoccupied squares that consists of radiant blades. The wall can be up to 4 squares high, and it lasts until the end of the gnoll invoker’s next turn. The wall provides cover to the gnoll invoker and the gnoll invoker’s allies. Any creature that enters the wall or starts its turn there takes 2d10 + 11 radiant damage. While the gnoll invoker is within 5 squares of the wall, the gnoll invoker can make the following attack as a standard action. Secondary Attack: Ranged 10; +19 vs. Reflex; 2d10 + 11 radiant damage. Before the attack, remove a square of the wall. Sustain Minor: The wall persists.
Ferocious Charge (standard)
The gnoll invoker charges and deals an extra 4 damage on a successful attack.
Walk Between Worlds (minor)
The gnoll invoker or one ally within 10 squares gains phasing until the end of the gnoll invoker’s next turn. Sustain Minor: The effect persists.
○ [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+5 radiant damage and is pushed 2 squares.
Blood Fury
The gnoll invoker gains a +2 bonus to damage rolls while bloodied.
Covenant of Wrath
When the gnoll invoker uses a divine encounter or daily attack power on the gnoll invoker’s turn, the gnoll invoker gains a bonus to the damage roll equal to 1 for each enemy the gnoll invoker attacks with the power.

Skills Endurance +17, Religion +15
Str 11 (+8); Dex 15 (+10); Wis 20 (+13);
Con 20 (+13); Int 14 (+10); Cha 12 (+9)
Equipment chainmail, morningstar

-1 Level / +1 Level

Gnoll Bear Shaman [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +18; low-light
HP 156; Bloodied 78
Healing Surges (+39 hp) ○○
AC 28; Fortitude 30, Reflex 26, Will 30
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +17 vs. AC; 1d10 + 7 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +19 vs. Will; 1d8 + 11 damage, and each ally adjacent to the gnoll shaman’s spirit companion gains 5 temporary hit points.
○ [M] Call to the Indomitable Defender (standard) ✦ Spirit
Spirit melee 1; +19 vs. Fortitude; 2d6 + 11 damage. Until the end of the gnoll shaman’s next turn, the gnoll shaman and the gnoll shaman’s allies gain resist 9 to all damage while adjacent to the gnoll shaman’s spirit companion.
□ [R] Storm Guardian Spirit (standard) ✦ Thunder
Ranged 5; +19 vs. Reflex; 3d10 + 11 thunder damage. Miss: Half damage. Hit or Miss: Choose an ally within 5 squares of the target. Until the end of the encounter, when any enemy hits that ally, that enemy takes 5 thunder damage and is pushed 1 square from the ally.
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 18 damage to the spirit, the spirit disappears, and the gnoll shaman takes 13 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 4d6 hit points. This power can only be used once per round.
Fate Weaver’s Shield (minor)
One ally within 5 squares gains a +5 bonus to all defenses until the end of the gnoll shaman’s next turn or until it attacks.
● [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; +19 vs. Reflex; 5 damage. Hit or Miss: One ally within 5 squares of the gnoll shaman’s spirit companion regains 5 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 5 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 +18, Perception +18
Str 12 (+9); Dex 15 (+10); Wis 20 (+13);
Con 20 (+13); Int 14 (+10); Cha 11 (+8)
Equipment leather armor, longspear

-1 Level / +1 Level

Gnoll Panther Shaman [Level 16 Controller (Leader)]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +18; low-light
HP 152; Bloodied 76
Healing Surges (+38 hp) ○○
AC 30; Fortitude 28, Reflex 28, Will 30
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +17 vs. AC; 1d10 + 7 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +19 vs. Fortitude; 1d10 + 11 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 +2 bonus to the attack roll.
○ [M] Call to the Laughing Fortune (standard) ✦ Spirit
Spirit melee 1; +19 vs. Reflex; 2d10 + 11 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 +4 bonus to the attack roll.
□ [C] Searing Wind of the South (standard) ✦ Fire
Close blast 5; targets enemies; +19 vs. Fortitude; 4d6 + 11 fire damage. Miss: Half damage. Hit or Miss: The gnoll shaman slides each ally in the blast to another space in or adjacent to the blast.
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 18 damage to the spirit, the spirit disappears, and the gnoll shaman takes 13 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 4d6 hit points. This power can only be used once per round.
Spirits of the Dancing Zephyr (minor) ✦ Zone
Area burst 5 within 10; the burst creates a zone of wind that lasts until the end of the encounter. Whenever the gnoll shaman or an ally is hit or missed while within the zone, that character can shift 1 square as an immediate reaction. As a move action, the gnoll shaman can move the zone 5 squares.
● [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; +19 vs. Reflex; 1d10 + 11 damage.
Blood Fury
The gnoll shaman gains a +2 bonus to damage rolls while bloodied.
Stalker Spirit
Any ally adjacent to the gnoll shaman’s spirit companion gains a +4 bonus to damage rolls against bloodied enemies.

Skills Nature +18, Perception +18
Str 12 (+9); Dex 15 (+10); Wis 20 (+13);
Con 16 (+11); Int 18 (+12); Cha 11 (+8)
Equipment leather armor, longspear

-1 Level / +1 Level

Gnoll Chaos Sorcerer [Level 16 Artillery]

Medium natural humanoid [XP 1400]

Initiative +13; Senses Perception +8; low-light
HP 117; Bloodied 58
Healing Surges (+29 hp) ○○
AC 29; Fortitude 26, Reflex 29, Will 31
Speed 7

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +22 vs. AC; 1d4 + 11 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +19 vs. Will; 1d10 + 18 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: +19 vs. Will; 1d6 + 13 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; +19 vs. Will; 2d10 + 18 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 5 squares.
□ [R] Hostility Charm (standard) ✦ Charm, Psychic
Ranged 10; +19 vs. Will; 5d6 + 18 psychic damage, and as a free action, the target charges the gnoll sorcerer’s enemy nearest to it that it can charge and makes a melee basic attack. If the gnoll sorcerer rolled an even number on the attack roll, the gnoll sorcerer’s enemies can provoke opportunity attacks from the target, and the target must make any opportunity attack that they provoke (save ends). Miss: Half damage.
Ferocious Charge (standard)
The gnoll sorcerer charges and deals an extra 4 damage on a successful attack.
Chaos Echoes (immediate reaction)
When the gnoll sorcerer is hit or missed by an attack.
The triggering attack hits one enemy within 5 squares.
Blood Fury
The gnoll sorcerer gains a +2 bonus to damage rolls while bloodied.
Chaos Power
The gnoll sorcerer gains a +7 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 +14, Bluff +18
Str 14 (+10); Dex 20 (+13); Wis 11 (+8);
Con 15 (+10); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, dagger

-1 Level / +1 Level

Gnoll Dragon Sorcerer [Level 16 Skirmisher]

Medium natural humanoid [XP 1400]

Initiative +11; Senses Perception +8; low-light
HP 151; Bloodied 75
Healing Surges (+37 hp) ○○
AC 28; Fortitude 28, Reflex 27, Will 31
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+20 vs. AC; 1d8 + 10 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +19 vs. Reflex; 1d8 + 17 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 4 fire damage.
○ [C] Thunder Breath (standard) ✦ Thunder
Close blast 3; +19 vs. Fortitude; 2d6 + 17 thunder damage, and the target is dazed and slowed until the end of the gnoll sorcerer’s next turn.
□ [C] Spitfire Furnace (standard) ✦ Fire
Close blast 3; +19 vs. Reflex; 4d10 + 17 fire damage. Hit or Miss: Until the end of the encounter, any enemy that starts its turn within 2 squares of the gnoll sorcerer takes 6 fire damage.
Ferocious Charge (standard)
The gnoll sorcerer charges and deals an extra 4 damage on a successful attack.
Draconic Majesty (minor) ✦ Fear, Zone
Close burst 3; the burst creates a zone of fear that lasts until the end of the gnoll sorcerer’s next turn. When the gnoll sorcerer moves, the zone moves with the gnoll sorcerer, remaining centered on the gnoll sorcerer. The zone is difficult terrain for the gnoll sorcerer’s enemies. While within the zone, any enemy takes a -4 penalty to attack rolls.
Blood Fury
The gnoll sorcerer gains a +2 bonus to damage rolls while bloodied.
Draconic Power
The gnoll sorcerer gains a +6 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 +14, Athletics +17
Str 18 (+12); Dex 16 (+11); Wis 11 (+8);
Con 15 (+10); Int 12 (+9); Cha 20 (+13)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Gnoll Earth Warden [Level 16 Brute]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +15; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○
AC 34; Fortitude 30, Reflex 28, Will 27
Speed 7

● [m] Battleaxe (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+21 vs. AC; 1d10 + 11 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
+21 vs. AC; 3d10 + 11 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.
Form of the Rowan Sentinel (minor) ✦ Lightning, Polymorph
The gnoll warden assumes the guardian form of the rowan sentinel until the end of the encounter. While the gnoll warden is in this form, the gnoll warden gains resist 10 lightning, and the gnoll warden’s melee reach increases by 1. In addition, if any enemy starts its turn within 3 squares of the gnoll warden and the gnoll warden is able to take actions, that enemy is marked until the end of the gnoll warden’s next turn. 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: +21 vs. AC; 2d10 + 11 lightning damage, and the target is dazed and takes ongoing 5 lightning damage (save ends both). Miss: Half damage, and the target is dazed until the end of the gnoll warden’s next turn.
● [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.
Cleansing Earth (immediate reaction)
When the gnoll warden is subjected to an effect that a save can end.
The gnoll warden makes a saving throw against the triggering effect, with a +5 power bonus.
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 +5 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 +15, Perception +15
Str 20 (+13); Dex 15 (+10); Wis 14 (+10);
Con 20 (+13); Int 11 (+8); Cha 12 (+9)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Gnoll Wild Warden [Level 16 Brute]

Medium natural humanoid [XP 1400]

Initiative +10; Senses Perception +17; low-light
HP 186; Bloodied 93
Healing Surges (+46 hp) ○○
AC 31; Fortitude 30, Reflex 26, Will 29
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 11 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+21 vs. AC; 1d12 + 11 damage (crit 23 + 2d12), and the target is slowed until the end of the gnoll warden’s next turn.
○ [M] Sunburst Strike (standard) ✦ Radiant, Weapon
+21 vs. AC; 1d12 + 11 radiant damage (crit 23 + 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.
Form of the Charging Boar (minor) ✦ Polymorph
The gnoll warden assumes the guardian form of the charging boar until the end of the encounter. While the gnoll warden is in this form, the gnoll warden gains resist 5 to all damage and a +2 power bonus to Fortitude and Will. Once during this encounter, the gnoll warden can make the following attack while the gnoll warden is in this form as a standard action.
Secondary Attack: Before the attack, the gnoll warden moves the gnoll warden’s speed; +21 vs. Reflex; 3d12 + 11 damage (crit 47 + 2d12), and the gnoll warden slides the target 2 squares. Miss: Half damage, and the gnoll warden slides the target 1 square.
Verdant Life (minor) ✦ Healing
The gnoll warden can spend two healing surges.
● [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; +21 vs. Fortitude; 1d12 + 11 damage (crit 23 + 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 -4 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 +17, Perception +17
Str 20 (+13); Dex 15 (+10); Wis 18 (+12);
Con 16 (+11); Int 11 (+8); Cha 12 (+9)
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.