Gnoll NPCs [Level 17]
Gnoll Battle Cleric [Level 17 Controller (Leader)]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +12; low-light
HP 159; Bloodied 79
Healing Surges (+39 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] Blinding Light (standard) ✦ Radiant, Weapon
- +21 vs. Fortitude; 2d10 + 11 radiant damage, and the target is blinded until the end of the gnoll cleric’s next turn.
- □ [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 17 Controller (Leader)]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +13; low-light
HP 159; Bloodied 79
Healing Surges (+39 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.
- ○ [C] Thunderous Word (standard) ✦ Thunder
- Close blast 5; targets enemies; +19 vs. Reflex; 3d6 + 11 thunder damage, and the target is pushed 7 squares. Hit or Miss:
Allies in the blast can shift 1 square.
- □ [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 17 Soldier]
Medium natural humanoid [XP 1600]
Initiative +11; Senses Perception +9; low-light
HP 164; Bloodied 82
Healing Surges (+41 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] Mountain Breaking Blow (standard) ✦ Weapon
- +21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the target is pushed 3 squares. Hit or Miss: After the attack, the
gnoll fighter can shift the same distance the gnoll fighter pushed the target. The gnoll fighter must end the move adjacent
to the target.
- ○ 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 17 Soldier]
Medium natural humanoid [XP 1600]
Initiative +13; Senses Perception +9; low-light
HP 160; Bloodied 80
Healing Surges (+40 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] Warrior’s Challenge (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage, and the target is pushed 2 squares. All of the gnoll fighter’s enemies within 2 squares of the
target are marked until the end of the gnoll fighter’s next turn.
- □ [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 17 Soldier]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +10; low-light
HP 159; Bloodied 79
Healing Surges (+39 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] Terrifying Smite (standard) ✦ Fear, Weapon
- +22 vs. AC; 3d10 + 11 damage, and the target is pushed 4 squares. The target can’t move nearer to the gnoll paladin on its
next turn.
- □ [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 17 Soldier]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +10; low-light
HP 159; Bloodied 79
Healing Surges (+39 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] Enervating Smite (standard) ✦ Weapon
- +22 vs. Will; 2d8 + 11 damage, and the target is weakened until the end of the gnoll paladin’s next turn.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +14; Senses Perception +15; low-light
HP 159; Bloodied 79
Healing Surges (+39 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.
- ○ [R] Triple Shot (standard) ✦ Weapon
- Ranged 20/40; three attacks against one, two, or three creatures; +22 vs. AC; 1d10 + 12 damage per attack.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +13; Senses Perception +15; low-light
HP 169; Bloodied 84
Healing Surges (+42 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.
- ○ [C] Cheetah’s Rake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +22 vs. AC; 1d8 + 11 damage, and the target is immobilized and knocked prone 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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +14; Senses Perception +9; low-light
HP 159; Bloodied 79
Healing Surges (+39 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/R] Dragon Tail Strike (standard) ✦ Weapon
- Short Sword: +23 vs. Fortitude; 3d6 + 12 damage.
Shuriken: Ranged 6/12; +23 vs. Fortitude; 3d6 + 12 damage.
Hit: If the target attacks the gnoll rogue before the start of the gnoll rogue’s next turn, the gnoll rogue
can attack it again as an immediate interrupt.
Short Sword: +23 vs. Fortitude; 2d6 + 12 damage.
Shuriken:
Ranged 6/12; +23 vs. Fortitude; 2d6 + 12 damage.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +14; Senses Perception +14; low-light
HP 159; Bloodied 79
Healing Surges (+39 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] Hounding Strike (standard) ✦ Weapon
- Short Sword: +23 vs. Will; 3d6 + 12 damage.
Hand Crossbow: Ranged 10/20; +22 vs. Will; 3d6 + 12 damage.
Hit: Until the end of the gnoll rogue’s next turn, the gnoll rogue gains combat advantage against the target
and a +1 power bonus to all defenses against its attacks.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +9; low-light
HP 160; Bloodied 80
Healing Surges (+40 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] Thirsting Tendrils (standard) ✦ Healing
- Ranged 10; +19 vs. Fortitude; 3d6 + 11 damage, and the gnoll warlock can spend a healing surge, regaining an additional +4
hit points.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +9; low-light
HP 166; Bloodied 83
Healing Surges (+41 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] Warlock’s Bargain (standard)
- Ranged 5; +20 vs. Fortitude; the gnoll warlock takes 13 damage, and the target takes 3d10 + 20 damage.
- □ [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 17 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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +9; low-light
HP 166; Bloodied 83
Healing Surges (+41 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] Strand of Fate (standard)
- Ranged 10; +18 vs. Reflex; 1d8 + 10 damage, and the target gains vulnerability 12 to all attacks until the end of the gnoll
warlock’s next turn.
- □ [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 17 Soldier (Leader)]
Medium natural humanoid [XP 1600]
Initiative +12; Senses Perception +8; low-light
HP 159; Bloodied 79
Healing Surges (+39 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] Battle On (standard) ✦ Weapon
- +21 vs. AC; 3d10 + 11 damage, and every ally within 5 squares of the gnoll warlord makes a saving throw with a +4 bonus.
- □ [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 17 Soldier (Leader)]
Medium natural humanoid [XP 1600]
Initiative +12; Senses Perception +8; low-light
HP 159; Bloodied 79
Healing Surges (+39 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] Thunderous Fury (standard) ✦ Weapon
- +22 vs. AC; 3d8 + 11 damage, and the target is dazed until the end of the gnoll warlord’s next turn. Until the end of the
gnoll warlord’s next turn, the gnoll warlord’s allies gain a +4 power bonus to attack rolls against the target.
- □ [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 17 Artillery]
Medium natural humanoid [XP 1600]
Initiative +11; Senses Perception +12; low-light
HP 123; Bloodied 61
Healing Surges (+30 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.
- ○ [A] Crushing Titan’s Fist (standard) ✦ Force
- Area burst 2 within 20; +19 vs. Reflex; 3d8 + 11 force damage, and the target is immobilized until the end of the gnoll wizard’s
next turn. Hit or Miss: Entering a square within the power’s area costs 4 extra squares of movement. This effect ends
at the end of the gnoll wizard’s next turn, and the gnoll wizard can dismiss it as a minor action.
- □ [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 17 Artillery]
Medium natural humanoid [XP 1600]
Initiative +13; Senses Perception +10; low-light
HP 123; Bloodied 61
Healing Surges (+30 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.
- ○ [R] Force Volley (standard) ✦ Force
- Ranged 20; targets one, two, or three creatures, one attack per target; +19 vs. Reflex; 3d6 + 11 force damage, and the target
is dazed 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] 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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +13; low-light
HP 159; Bloodied 79
Healing Surges (+39 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] Warding Blade (standard) ✦ Thunder, Weapon
- +22 vs. AC; 2d10 + 11 thunder damage, and the gnoll avenger pushes any enemy within 2 squares of the gnoll avenger, other
than the target, 2 squares. Until the end of the gnoll avenger’s next turn, if any enemy other than the target enters a square
adjacent to the gnoll avenger or hits or misses the gnoll avenger from a square within the gnoll avenger’s reach, the gnoll
avenger can make a melee basic attack against that enemy as an opportunity action. The gnoll avenger gains a +4 power bonus
to the attack roll of the melee basic attack.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +13; Senses Perception +13; low-light
HP 159; Bloodied 79
Healing Surges (+39 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.
- ○ [M] Ready the Final Blow (standard) ✦ Weapon
- +22 vs. AC; 2d10 + 11 damage, and the target is immobilized until the end of the gnoll avenger’s next turn. The gnoll avenger
gains a +7 bonus to the gnoll avenger’s next attack roll against the target before the end of the gnoll avenger’s next turn.
- □ [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 17 Brute]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +14; low-light
HP 200; Bloodied 100
Healing Surges (+50 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.
- ○ [M] Vigorous Strike (standard) ✦ Weapon
- +21 vs. AC; 3d12 + 11 damage (crit 47 + 2d12), and the gnoll barbarian gains 13 temporary hit points.
- □ [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 17 Brute]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +14; low-light
HP 196; Bloodied 98
Healing Surges (+49 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] Devastating Blow (standard) ✦ Weapon
- +21 vs. AC; 4d12 + 11 damage (crit 59 + 2d12), and the target takes a –4 penalty to AC 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 17 Controller (Leader)]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +13; low-light
HP 160; Bloodied 80
Healing Surges (+40 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] Shout of Evasion (standard) ✦ Thunder
- Ranged 10; +19 vs. Reflex; 2d8 + 11 thunder damage, and the gnoll bard and each ally within 10 squares of the gnoll bard can
shift 5 squares as a free action.
- □ [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 17 Controller (Leader)]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +13; low-light
HP 164; Bloodied 82
Healing Surges (+41 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] Song of Summons (standard) ✦ Teleportation, Weapon
- +22 vs. AC; 2d8 + 11 damage, and the gnoll bard teleports an ally within 10 squares of the gnoll bard to a space adjacent
to the gnoll bard and gains a +5 power bonus to attack rolls against the target.
- □ [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 17 Controller]
Medium natural humanoid [XP 1600]
Initiative +11; Senses Perception +13; low-light
HP 164; Bloodied 82
Healing Surges (+41 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.
- ○ [A] Windstorm (standard)
- Area burst 1 within 10; +19 vs. Fortitude; 3d6 + 11 damage, and the target slides 6 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 17 Controller]
Medium natural humanoid [XP 1600]
Initiative +13; Senses Perception +18; low-light
HP 160; Bloodied 80
Healing Surges (+40 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] Scavenger’s Prize (standard) ✦ Beast Form
- +19 vs. Fortitude; 3d10 + 11 damage, the gnoll druid grabs the target and shifts 5 squares, pulling the target with the gnoll
druid.
- □ [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 17 Artillery]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +13; low-light
HP 124; Bloodied 62
Healing Surges (+31 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] Glyph of Three Blades (standard)
- Area burst 1 within 10; +19 vs. Reflex; 2d8 + 11 damage. If the target moves more than 1 square before the end of the gnoll
invoker’s next turn, the target takes 9 damage.
- □ [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 17 Artillery]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +13; low-light
HP 128; Bloodied 64
Healing Surges (+32 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] Blood Debt (standard) ✦ Radiant
- Ranged 10; +19 vs. Will; 3d10 + 11 radiant damage, and until the end of the gnoll invoker’s next turn, each creature that
the target attacks gains a +6 bonus to its next attack roll against the target.
- □ [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 17 Controller (Leader)]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +18; low-light
HP 164; Bloodied 82
Healing Surges (+41 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.
- ○ [R] Spirit of Spring’s Renewal (standard) ✦ Healing
- Ranged 10; +19 vs. Will; 3d6 + 11 damage, and each ally adjacent to the gnoll shaman’s spirit companion can spend a healing
surge and regains an additional 10 hit points.
- □ [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 17 Controller (Leader)]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +18; low-light
HP 160; Bloodied 80
Healing Surges (+40 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.
- ○ [R] Shackles of the Mountain (standard)
- Ranged 10; targets one or two creatures; +19 vs. Reflex; 2d10 + 11 damage. Until the end of the gnoll shaman’s next turn,
any enemy uses the lower of its AC, Fortitude, and Reflex as its AC while adjacent to the gnoll shaman’s spirit companion.
- □ [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 17 Artillery]
Medium natural humanoid [XP 1600]
Initiative +13; Senses Perception +8; low-light
HP 123; Bloodied 61
Healing Surges (+30 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] Thunder Summons (standard) ✦ Teleportation, Thunder
- Ranged 10; targets one, two, or three creatures; +19 vs. Will; 3d8 + 18 thunder damage, and the gnoll sorcerer teleports the
target to a space adjacent to the gnoll sorcerer’s enemy that is nearest to it. If the gnoll sorcerer rolled an even number
on the attack roll, the gnoll sorcerer can teleport the target to a space adjacent to the gnoll sorcerer’s ally, not the gnoll
sorcerer’s enemy, who is nearest to it.
- □ [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 17 Skirmisher]
Medium natural humanoid [XP 1600]
Initiative +11; Senses Perception +8; low-light
HP 159; Bloodied 79
Healing Surges (+39 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] 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.
- ○ [M] Dragon Tail Meditation (immediate reaction) ✦ Lightning
- When an enemy moves into a space where it flanks the gnoll sorcerer.
Targets the triggering creature; +19 vs. Reflex; 2d10 + 17 lightning damage and the gnoll sorcerer pushes the target 4 squares.
- 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 17 Brute]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +15; low-light
HP 200; Bloodied 100
Healing Surges (+50 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] Eager Vine Strike (standard) ✦ Weapon
- +21 vs. AC; 2d10 + 11 damage. The target is immobilized and takes a -5 penalty to AC and Reflex until 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 17 Brute]
Medium natural humanoid [XP 1600]
Initiative +10; Senses Perception +17; low-light
HP 196; Bloodied 98
Healing Surges (+49 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] Razorleaf Cut (standard) ✦ Weapon
- +21 vs. Fortitude; 2d12 + 15 damage (crit 39 + 2d12), and the target is weakened until 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 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.