Gnoll NPCs [Level 20]

Gnoll Battle Cleric [Level 20 Controller (Leader)]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +14; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 32, Reflex 29, Will 33
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+24 vs. AC; 1d10 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
● [M] Righteous Brand (standard) ✦ Weapon
+24 vs. AC; 1d10 + 12 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
+24 vs. Fortitude; 2d10 + 12 radiant damage, and the target is blinded until the end of the gnoll cleric’s next turn.
□ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
+24 vs. AC; 3d10 + 12 damage. Miss: Half damage. Hit or Miss: The gnoll cleric and each ally within 5 squares of the gnoll cleric regains hit points as if the gnoll cleric had each spent a healing surge.
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 +19, Religion +15
Str 21 (+15); Dex 14 (+12); Wis 19 (+14);
Con 15 (+12); Int 11 (+10); Cha 14 (+12)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Gnoll Devoted Cleric [Level 20 Controller (Leader)]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +15; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 29, Reflex 29, Will 34
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+21 vs. AC; 1d10 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 9 damage.
● [R] Lance of Faith (standard) ✦ Radiant
Ranged 5; +22 vs. Reflex; 1d8 + 12 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; +22 vs. Reflex; 3d6 + 12 thunder damage, and the target is pushed 7 squares. Hit or Miss: Allies in the blast can shift 1 square.
□ [A] Fire Storm (standard) ✦ Fire, Zone
Area burst 5 within 10; targets enemies; +22 vs. Reflex; 5d10 + 12 fire damage. Miss: Half damage. Hit or Miss: The burst creates a zone of fire that lasts until the end of the gnoll cleric’s next turn. Enemies that start their turn in this zone take 1d10 + 12 fire damage. 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 +20, Religion +15
Str 14 (+12); Dex 14 (+12); Wis 21 (+15);
Con 15 (+12); Int 11 (+10); Cha 19 (+14)
Equipment chainmail, morningstar, javelin

-1 Level / +1 Level

Gnoll Greatweapon Fighter [Level 20 Soldier]

Medium natural humanoid [XP 2800]

Initiative +13; Senses Perception +11; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 34; Fortitude 34, Reflex 30, Will 28
Speed 6

● [m] Greataxe (standard) ✦ Weapon
+24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
● [r] Handaxe (standard) ✦ Weapon
Ranged 5/10; +24 vs. AC; 1d6 + 12 damage.
● [M] Reaping Strike (standard) ✦ Weapon
+24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12). Miss: 5 damage.
○ [M] Mountain Breaking Blow (standard) ✦ Weapon
+24 vs. AC; 3d12 + 12 damage (crit 48 + 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.
□ [C] Devastation’s Wake (standard) ✦ Weapon
Close burst 1; targets visible enemies; +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12). Miss: Half damage. Hit or Miss: Until the start of the gnoll fighter’s next turn, the gnoll fighter can make a secondary attack as a free action against any enemy that starts its turn adjacent to the gnoll fighter. Secondary Attack: +24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
Ferocious Charge (standard)
The gnoll fighter charges and deals an extra 4 damage on a successful attack.
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 +20, Intimidate +18
Str 21 (+15); Dex 16 (+13); Wis 13 (+11);
Con 21 (+15); Int 11 (+10); Cha 12 (+11)
Equipment scale armor, greataxe, handaxe

-1 Level / +1 Level

Gnoll Guardian Fighter [Level 20 Soldier]

Medium natural humanoid [XP 2800]

Initiative +15; Senses Perception +11; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 36; Fortitude 34, Reflex 34, Will 28
Speed 6

● [m] Longsword (standard) ✦ Weapon
+25 vs. AC; 1d8 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
● [M] Tide of Iron (standard) ✦ Weapon
Must be using a shield.
+25 vs. AC; 1d8 + 12 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
+25 vs. AC; 3d8 + 12 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] Strike of the Watchful Guard (standard) ✦ Weapon
+25 vs. AC; 4d8 + 12 damage. Hit or Miss: Until the end of the encounter, the gnoll fighter can make a melee basic attack against the target as a free action if the gnoll fighter is adjacent to it and it either shifts or attacks one of the gnoll fighter’s allies.
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 +16, Intimidate +18
Str 21 (+15); Dex 21 (+15); Wis 13 (+11);
Con 16 (+13); Int 11 (+10); Cha 12 (+11)
Equipment scale armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Gnoll Avenging Paladin [Level 20 Soldier]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +12; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 33, Reflex 30, Will 32
Speed 6

● [m] Greatsword (standard) ✦ Weapon
+25 vs. AC; 1d10 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
● [M] Holy Strike (standard) ✦ Radiant, Weapon
+25 vs. AC; 1d10 + 12 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
+25 vs. AC; 3d10 + 12 damage, and the target is pushed 4 squares. The target can’t move nearer to the gnoll paladin on its next turn.
□ [M] Crusader’s Boon (standard) ✦ Weapon
+25 vs. AC; 4d10 + 12 damage. Miss: Half damage. Hit or Miss: The gnoll paladin and allies adjacent to the gnoll paladin gains a +1 power bonus to attack rolls until the end of the encounter.
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 +21, Religion +15
Str 21 (+15); Dex 14 (+12); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 19 (+14)
Equipment plate armor, greatsword, javelin

-1 Level / +1 Level

Gnoll Protecting Paladin [Level 20 Soldier]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +12; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 37; Fortitude 32, Reflex 32, Will 33
Speed 6

● [m] Longsword (standard) ✦ Weapon
+24 vs. AC; 1d8 + 11 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +23 vs. AC; 1d6 + 11 damage.
● [M] Bolstering Strike (standard) ✦ Weapon
+25 vs. AC; 1d8 + 12 damage, and the gnoll paladin gains 2 temporary hit points.
○ [M] Enervating Smite (standard) ✦ Weapon
+25 vs. Will; 2d8 + 12 damage, and the target is weakened until the end of the gnoll paladin’s next turn.
□ [A] Righteous Inferno (standard) ✦ Fire, Zone
Area burst 2 within 10; targets enemies; +22 vs. Reflex; 3d10 + 12 fire damage, and the target grants combat advantage to the gnoll paladin and the gnoll paladin’s allies until the end of the gnoll paladin’s next turn. Miss: Half damage, and the target does not grant combat advantage. Hit or Miss: The burst creates a zone of fire that lasts until the end of the gnoll paladin’s next turn. Enemies that enter the zone or start their turns there take 1d10 + 7 fire damage and grant combat advantage to the gnoll paladin and the gnoll paladin’s allies. Sustain Minor: The zone persists.
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 +22, Religion +15
Str 19 (+14); Dex 14 (+12); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 21 (+15)
Equipment plate armor, heavy shield, longsword, javelin

-1 Level / +1 Level

Gnoll Archer Ranger [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +16; Senses Perception +17; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 36; Fortitude 32, Reflex 34, Will 29
Speed 7

● [m] Longsword (standard) ✦ Weapon
+24 vs. AC; 1d8 + 11 damage.
● [m] Off-hand Short Sword (standard) ✦ Weapon
+24 vs. AC; 1d6 + 11 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +25 vs. AC; 1d10 + 13 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Short Sword: +24/+24 vs. AC; 1d8 + 7 damage (main)/1d6 + 7 damage (off-hand).
Longbow: Ranged 20/40; +25 vs. AC (twice); 1d10 + 7 damage.
○ [R] Triple Shot (standard) ✦ Weapon
Ranged 20/40; three attacks against one, two, or three creatures; +25 vs. AC; 1d10 + 13 damage per attack.
□ [R] Two-in-One Shot (standard) ✦ Weapon
Ranged 20/40; two attacks against one creature; +25 vs. AC; 2d10 + 13 damage per attack. If the first attack hits, the gnoll ranger gains a +5 bonus to the attack roll for the second attack. If the first attack misses, make the second attack normally. Miss: Half damage per attack.
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 +17, Stealth +20
Str 19 (+14); Dex 23 (+16); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 12 (+11)
Equipment hide armor, longsword, short sword, longbow

-1 Level / +1 Level

Gnoll Two-Blade Ranger [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +15; Senses Perception +17; low-light
HP 193; Bloodied 96
Healing Surges (+48 hp) ○○
AC 35; Fortitude 33, Reflex 33, Will 29
Speed 7

● [m] Longsword (standard) ✦ Weapon
+25 vs. AC; 1d8 + 12 damage.
● [m] Off-hand Longsword (standard) ✦ Weapon
+25 vs. AC; 1d8 + 12 damage.
● [r] Longbow (standard) ✦ Weapon
Ranged 20/40; +24 vs. AC; 1d10 + 12 damage.
● [M/R] Twin Strike (standard) ✦ Weapon
Two attacks on one or two creatures.
Longsword/Longsword: +25/+25 vs. AC; 1d8 + 7 damage (main)/1d8 + 7 damage (off-hand).
Longbow: Ranged 20/40; +24 vs. AC (twice); 1d10 + 7 damage.
○ [C] Cheetah’s Rake (standard) ✦ Weapon
Close burst 1; targets visible enemies; +25 vs. AC; 1d8 + 12 damage, and the target is immobilized and knocked prone until the end of the gnoll ranger’s next turn.
□ [M] Cruel Cage of Steel (standard) ✦ Weapon
Three attacks against one, two, or three creatures;
Longsword (first attack; main): +27 vs. AC; 2d8 + 12 damage.
Longsword (second attack; off hand): +27 vs. AC; 2d8 + 12 damage.
Longsword (third attack; main): +27 vs. AC; 1d8 + 12 damage.
A target hit once is dazed until the end of the gnoll ranger’s next turn. A target hit twice is stunned until the end of the gnoll ranger’s next turn. A target hit three times is weakened and stunned until the end of the gnoll ranger’s next turn. Miss: Half damage per attack, and the target is not dazed, stunned, or weakened. Hit or Miss: After the first attack and after the second attack, the gnoll ranger can shift 1 square.
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 +17, Perception +17
Str 21 (+15); Dex 21 (+15); Wis 14 (+12);
Con 15 (+12); Int 11 (+10); Cha 12 (+11)
Equipment hide armor, longsword, longsword, longbow

-1 Level / +1 Level

Gnoll Brawny Rogue [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +16; Senses Perception +11; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 31, Reflex 35, Will 29
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+24 vs. AC; 1d6 + 11 damage.
● [r] Shuriken (standard) ✦ Weapon
Ranged 6/12; +26 vs. AC; 1d6 + 13 damage.
● [M] Piercing Strike (standard) ✦ Weapon
+26 vs. Reflex; 1d6 + 13 damage.
○ [M/R] Dragon Tail Strike (standard) ✦ Weapon
Short Sword: +26 vs. Fortitude; 3d6 + 13 damage.
Shuriken: Ranged 6/12; +26 vs. Fortitude; 3d6 + 13 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: +26 vs. Fortitude; 2d6 + 13 damage.
Shuriken: Ranged 6/12; +26 vs. Fortitude; 2d6 + 13 damage.
□ [M] Flying Foe (standard) ✦ Weapon
+26 vs. Fortitude; 4d6 + 13 damage, and the gnoll rogue slides the target 4 squares. If an obstacle (including a creature) arrests the slide, both the target and the obstacle take 1d6 damage and the target ends its movement in the square it occupied before it collided with the obstacle. Miss: The gnoll rogue slides the target 4 squares, and no damage from obstacles.
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 +21, Thievery +21
Str 19 (+14); Dex 23 (+16); Wis 12 (+11);
Con 15 (+12); Int 11 (+10); Cha 14 (+12)
Equipment leather armor, short sword, shuriken

-1 Level / +1 Level

Gnoll Trickster Rogue [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +16; Senses Perception +16; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 29, Reflex 35, Will 31
Speed 7

● [m] Short Sword (standard) ✦ Weapon
+22 vs. AC; 1d6 + 9 damage.
● [r] Hand Crossbow (standard) ✦ Weapon
Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
● [M/R] Deft Strike (standard) ✦ Weapon
Short Sword: +26 vs. AC; 1d6 + 13 damage.
Hand Crossbow: Ranged 10/20; +25 vs. AC; 1d6 + 13 damage.
The gnoll rogue can move 2 squares before the attack.
○ [M/R] Hounding Strike (standard) ✦ Weapon
Short Sword: +26 vs. Will; 3d6 + 13 damage.
Hand Crossbow: Ranged 10/20; +25 vs. Will; 3d6 + 13 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] Feinting Flurry (standard) ✦ Weapon
Short Sword: +26 vs. Will; 5d6 + 13 damage.
Hand Crossbow: Ranged 10/20; +25 vs. Will; 5d6 + 13 damage.
Hit or Miss: Until the end of the gnoll rogue’s next turn, all of the target’s defenses against the gnoll rogue’s attacks take a -4 penalty. Sustain Minor: Sustain the penalty for another round.
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 +21, Thievery +21
Str 14 (+12); Dex 23 (+16); Wis 12 (+11);
Con 15 (+12); Int 11 (+10); Cha 19 (+14)
Equipment leather armor, short sword, hand crossbow

-1 Level / +1 Level

Gnoll Fey-Pact Warlock [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +11; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 33; Fortitude 30, Reflex 32, Will 33
Speed 7

● [m] Spear (standard) ✦ Weapon
+19 vs. AC; 1d8 + 7 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +22 vs. Reflex; 1d10 + 12 damage.
● [R] Eyebite (standard) ✦ Charm, Psychic
Ranged 10; +22 vs. Will; 1d6 + 12 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; +22 vs. Fortitude; 3d6 + 12 damage, and the gnoll warlock can spend a healing surge, regaining an additional +4 hit points.
□ [R] Delusions of Loyalty (standard) ✦ Charm
Ranged 10; +22 vs. Will; on its next turn, the target uses its standard action to make a basic attack against the last creature to attack the gnoll warlock since the gnoll warlock’s last turn. If no one attacked the gnoll warlock since the gnoll warlock’s last turn or if the target is unable to attack, the target loses its standard action. Sustain Minor: When the gnoll warlock sustains this power, the gnoll warlock can repeat the attack against the target. If the gnoll warlock misses, the gnoll warlock can no longer sustain the power.
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 +19, Bluff +20
Str 11 (+10); Dex 14 (+12); Wis 13 (+11);
Con 16 (+13); Int 19 (+14); Cha 21 (+15)
Equipment leather armor, spear

-1 Level / +1 Level

Gnoll Infernal-Pact Warlock [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +11; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○
AC 33; Fortitude 33, Reflex 32, Will 30
Speed 7

● [m] Mace (standard) ✦ Weapon
+19 vs. AC; 1d8 + 7 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +23 vs. Reflex; 1d10 + 13 damage.
● [R] Hellish Rebuke (standard) ✦ Fire
Ranged 10; +23 vs. Reflex; 1d6 + 13 fire damage. If the gnoll warlock takes damage before the end of the gnoll warlock’s next turn, the target takes an extra 1d6 + 13 fire damage.
○ [R] Warlock’s Bargain (standard)
Ranged 5; +23 vs. Fortitude; the gnoll warlock takes 16 damage, and the target takes 3d10 + 23 damage.
Ferocious Charge (standard)
The gnoll warlock charges and deals an extra 4 damage on a successful attack.
Minions of Malbolge (standard) ✦ Conjuration, Fire
The gnoll warlock conjures flames in the shape of diabolic imps that appear at the gnoll warlock’s feet. The gnoll warlock gains 25 temporary hit points. Any enemy that enters a square adjacent to the gnoll warlock takes 2d10 fire damage and is pushed 3 squares. This effect applies once per creature per round. It ends when the gnoll warlock has no temporary hit points remaining.
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 20 temporary hit points.
Blood Fury
The gnoll warlock gains a +2 bonus to damage rolls while bloodied.

Skills Arcana +19, Intimidate +19
Str 11 (+10); Dex 15 (+12); Wis 12 (+11);
Con 23 (+16); Int 19 (+14); Cha 14 (+12)
Equipment leather armor, mace

-1 Level / +1 Level

Gnoll Star-Pact Warlock [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +11; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○
AC 31; Fortitude 33, Reflex 30, Will 32
Speed 7

● [m] Sickle (standard) ✦ Weapon
+19 vs. AC; 1d6 + 7 damage.
● [r] Eldritch Blast (standard)
Ranged 10; +23 vs. Reflex; 1d10 + 13 damage.
● [R] Dire Radiance (standard) ✦ Fear, Radiant
Ranged 10; +23 vs. Fortitude; 1d6 + 13 radiant damage. If the target moves nearer to the gnoll warlock on its next turn, it takes an extra 1d6 + 13 damage.
○ [R] Strand of Fate (standard)
Ranged 10; +21 vs. Reflex; 1d8 + 11 damage, and the target gains vulnerability 12 to all attacks until the end of the gnoll warlock’s next turn.
□ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
Ranged 10; +21 vs. Reflex; 4d10 + 11 necrotic damage, and the target disappears into a starry realm (save ends). While in the starry realm, the target cannot take actions, cannot be targeted, and takes 1d10 + 7 necrotic damage at the start of its turn. On a save, it returns to the space it was last in. If that space is occupied, the target returns to the nearest unoccupied space of its choice.
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 +17, Insight +16
Str 11 (+10); Dex 15 (+12); Wis 12 (+11);
Con 23 (+16); Int 14 (+12); Cha 19 (+14)
Equipment leather armor, sickle

-1 Level / +1 Level

Gnoll Inspiring Warlord [Level 20 Soldier (Leader)]

Medium natural humanoid [XP 2800]

Initiative +14; Senses Perception +10; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 33; Fortitude 33, Reflex 29, Will 32
Speed 6

● [m] Halberd (standard) ✦ Weapon
Reach 1; +24 vs. AC; 1d10 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
● [M] Furious Smash (standard) ✦ Weapon
+24 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
+24 vs. AC; 3d10 + 12 damage, and every ally within 5 squares of the gnoll warlord makes a saving throw with a +4 bonus.
□ [M] Victory Surge (standard) ✦ Weapon
+24 vs. AC; 2d10 + 12 damage. Until the start of the gnoll warlord’s next turn, every ally within 10 squares of the gnoll warlord can follow up a standard action with a basic attack made as a free action. Miss: Until the start of the gnoll warlord’s next turn, one ally of the gnoll warlord’s choice within 10 squares of the gnoll warlord can follow up a standard action with a basic attack made as a free action. Sustain Minor: Until the start of the gnoll warlord’s next turn, one ally of the gnoll warlord’s choice within 10 squares of the gnoll warlord can follow up a standard action with a basic attack made as a free action.
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 14 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 +15, History +17
Str 21 (+15); Dex 14 (+12); Wis 11 (+10);
Con 15 (+12); Int 14 (+12); Cha 19 (+14)
Equipment chainmail, halberd, javelin

-1 Level / +1 Level

Gnoll Tactical Warlord [Level 20 Soldier (Leader)]

Medium natural humanoid [XP 2800]

Initiative +14; Senses Perception +10; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 33, Reflex 32, Will 30
Speed 7

● [m] Longsword (standard) ✦ Weapon
+25 vs. AC; 1d8 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
● [M] Wolf Pack Tactics (standard) ✦ Weapon
+25 vs. AC; 1d8 + 12 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
+25 vs. AC; 3d8 + 12 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] Break the Tempo (standard) ✦ Weapon
+25 vs. AC; 4d8 + 12 damage. Hit or Miss: If the target attacks before the end of the gnoll warlord’s next turn, the gnoll warlord can use an immediate interrupt to move 4 squares and make a melee basic attack against the target. If the gnoll warlord deals damage, the target takes a -4 penalty to its attack roll. Sustain Minor: The effect continues until the end of the gnoll warlord’s next turn.
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 +15, History +19
Str 21 (+15); Dex 14 (+12); Wis 11 (+10);
Con 15 (+12); Int 19 (+14); Cha 14 (+12)
Equipment hide armor, light shield, longsword, javelin

-1 Level / +1 Level

Gnoll Control Wizard [Level 20 Artillery]

Medium natural humanoid [XP 2800]

Initiative +13; Senses Perception +14; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 33
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+19 vs. AC; 1d8 + 7 damage.
● [R] Ray of Frost (standard) ✦ Cold
Ranged 10; +22 vs. Fortitude; 1d6 + 12 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; +22 vs. Reflex; 3d8 + 12 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.
□ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
Area burst 4 within 10; +22 vs. Reflex; 2d10 + 12 necrotic damage, and the target is immobilized (save ends). Hit or Miss: The burst creates a zone of difficult terrain that lasts until the end of the gnoll wizard’s next turn. Sustain Minor: When the gnoll wizard sustains the power, repeat the attack against any creature within the zone that is not immobilized, and deal 1d10 + 7 necrotic damage to creatures that are immobilized.
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 +20, Insight +19
Str 11 (+10); Dex 16 (+13); Wis 19 (+14);
Con 15 (+12); Int 21 (+15); Cha 12 (+11)
Equipment cloth armor, quarterstaff, orb

-1 Level / +1 Level

Gnoll War Wizard [Level 20 Artillery]

Medium natural humanoid [XP 2800]

Initiative +15; Senses Perception +12; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 31
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+19 vs. AC; 1d8 + 7 damage.
● [A] Scorching Burst (standard) ✦ Fire
Area burst 1 within 10; +22 vs. Reflex; 1d6 + 12 fire damage.
○ [R] Force Volley (standard) ✦ Force
Ranged 20; targets one, two, or three creatures, one attack per target; +22 vs. Reflex; 3d6 + 12 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] Acid Wave (standard) ✦ Acid
Close blast 5; +22 vs. Reflex; 5d6 + 12 acid damage, and ongoing 10 acid damage (save ends). Miss: Half damage, and ongoing 5 acid damage (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 +20, History +20
Str 11 (+10); Dex 21 (+15); Wis 14 (+12);
Con 15 (+12); Int 21 (+15); Cha 12 (+11)
Equipment cloth armor, quarterstaff, wand

-1 Level / +1 Level

Gnoll Isolating Avenger [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +15; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 34; Fortitude 30, Reflex 32, Will 33
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+22 vs. AC; 1d10 + 9 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +21 vs. AC; 1d6 + 9 damage.
● [M] Overwhelming Strike (standard) ✦ Weapon
+25 vs. AC; 1d10 + 12 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
+25 vs. AC; 2d10 + 12 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.
□ [C] Aspect of Awe (standard) ✦ Charm, Psychic
Close burst 5; targets one creature in burst; +22 vs. Will; 4d8 + 12 psychic damage, and the target is pulled 3 squares. At the start of each of the gnoll avenger’s turns, the target is pulled 3 squares (save ends). Miss: Half damage, and the target is pulled 2 squares. At the start of the gnoll avenger’s next turn, the target is pulled 3 squares.
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 +17, Religion +19
Str 14 (+12); Dex 14 (+12); Wis 21 (+15);
Con 15 (+12); Int 19 (+14); Cha 11 (+10)
Equipment cloth armor, greatsword, javelin, holy symbol

-1 Level / +1 Level

Gnoll Pursuing Avenger [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +15; Senses Perception +15; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 35; Fortitude 30, Reflex 33, Will 33
Speed 7

● [m] Greatsword (standard) ✦ Weapon
+22 vs. AC; 1d10 + 9 damage.
● [r] Crossbow (standard) ✦ Weapon
Ranged 15/30; +24 vs. AC; 1d8 + 12 damage.
● [M] Bond of Pursuit (standard) ✦ Weapon
+25 vs. AC; 1d10 + 12 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
+25 vs. AC; 2d10 + 12 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.
□ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
+25 vs. AC; 5d10 + 12 damage. Miss: Half damage. The gnoll avenger gains a +5 power bonus to the gnoll avenger’s next damage roll against the target before the end of the encounter, unless the gnoll avenger attacks another creature first.
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 +16, Stealth +20
Str 14 (+12); Dex 21 (+15); Wis 21 (+15);
Con 15 (+12); Int 12 (+11); Cha 11 (+10)
Equipment cloth armor, greatsword, crossbow, holy symbol

-1 Level / +1 Level

Gnoll Rageblood Barbarian [Level 20 Brute]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +16; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○
AC 34; Fortitude 34, Reflex 31, Will 29
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
● [M] Devastating Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+24 vs. AC; 1d12 + 2d8 + 12 damage (crit 40 + 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
+24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and the gnoll barbarian gains 15 temporary hit points.
□ [M] Hydra Rage (standard) ✦ Rage, Weapon
+24 vs. AC; 4d12 + 12 damage (crit 60 + 2d12), and the target is dazed (save ends). Miss: Half damage. Hit or Miss: The gnoll barbarian enters the rage of the hydra. Until the rage ends, once per round when the gnoll barbarian makes an attack that misses, the gnoll barbarian can make a melee basic attack as a free action.
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 +19, Perception +16
Str 21 (+15); Dex 15 (+12); Wis 12 (+11);
Con 21 (+15); Int 11 (+10); Cha 14 (+12)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Gnoll Thaneborn Barbarian [Level 20 Brute]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +16; low-light
HP 226; Bloodied 113
Healing Surges (+56 hp) ○○
AC 34; Fortitude 34, Reflex 31, Will 31
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
● [M] Howling Strike (standard) ✦ Weapon
Must be wielding a two-handed weapon.
+24 vs. AC; 1d12 + 2d6 + 12 damage (crit 36 + 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
+24 vs. AC; 4d12 + 12 damage (crit 60 + 2d12), and the target takes a –4 penalty to AC until the end of the gnoll barbarian’s next turn.
□ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
+24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and ongoing 10 poison damage (save ends). Miss: Half damage. Hit or Miss: The gnoll barbarian enters the rage of the ghost viper. Until the rage ends, any enemy that starts its turn next to the gnoll barbarian grants combat advantage to the gnoll barbarian and the gnoll barbarian’s allies until the end of its next turn.
Ferocious Charge (standard)
The gnoll barbarian charges and deals an extra 4 damage on a successful attack.
○ [C] Roar of Triumph (free) ✦ Fear
When the gnoll barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the gnoll barbarian’s next turn.
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 +19, Perception +16
Str 21 (+15); Dex 15 (+12); Wis 12 (+11);
Con 16 (+13); Int 11 (+10); Cha 19 (+14)
Equipment hide armor, greataxe, javelin

-1 Level / +1 Level

Gnoll Cunning Bard [Level 20 Controller (Leader)]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +15; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 35; Fortitude 30, Reflex 33, Will 33
Speed 7

● [m] Longsword (standard) ✦ Weapon
+21 vs. AC; 1d8 + 8 damage.
● [R] Vicious Mockery (standard) ✦ Charm, Psychic
Ranged 10; +22 vs. Will; 1d6 + 12 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; +22 vs. Reflex; 2d8 + 12 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] Encircling Dance (standard) ✦ Radiant
Ranged 10; targets one or two creatures; +22 vs. Reflex; 3d8 + 12 radiant damage. Miss: Half damage. Hit or Miss: The gnoll bard and each ally within 10 squares of the gnoll bard can shift 5 squares 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 +19, Bluff +20
Str 13 (+11); Dex 14 (+12); Wis 11 (+10);
Con 16 (+13); Int 19 (+14); Cha 21 (+15)
Equipment hide armor, light shield, longsword

-1 Level / +1 Level

Gnoll Valorous Bard [Level 20 Controller (Leader)]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +15; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 34; Fortitude 32, Reflex 31, Will 33
Speed 6

● [m] Longsword (standard) ✦ Weapon
+21 vs. AC; 1d8 + 8 damage.
● [M] Guiding Strike (standard) ✦ Weapon
+25 vs. AC; 1d8 + 12 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
+25 vs. AC; 2d8 + 12 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.
Ferocious Charge (standard)
The gnoll bard charges and deals an extra 4 damage on a successful attack.
Increasing the Tempo (standard)
One ally within 10 squares target makes four basic attacks as a free action.
○○○ 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 +17, Athletics +15
Str 13 (+11); Dex 14 (+12); Wis 11 (+10);
Con 21 (+15); Int 14 (+12); Cha 21 (+15)
Equipment chainmail, light shield, longsword

-1 Level / +1 Level

Gnoll Guardian Druid [Level 20 Controller]

Medium natural humanoid [XP 2800]

Initiative +13; Senses Perception +15; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 35; Fortitude 32, Reflex 31, Will 33
Speed 7

● [m] Scythe (standard) ✦ Weapon
+20 vs. AC; 2d4 + 8 damage.
● [M] Grasping Claws (standard) ✦ Beast Form
+22 vs. Reflex; 1d8 + 12 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; +22 vs. Fortitude; 1d6 + 7 cold damage, and the target slides 1 square.
○ [A] Windstorm (standard)
Area burst 1 within 10; +22 vs. Fortitude; 3d6 + 12 damage, and the target slides 6 squares.
□ [A] Entangling Thorns (standard)
Area burst 2 within 10; +22 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect: 2d6 + 12 damage. Miss: 1d6 + 12 damage, and the target is immobilized until the end of the gnoll druid’s next turn.
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 +20, Nature +20
Str 13 (+11); Dex 16 (+13); Wis 21 (+15);
Con 21 (+15); Int 12 (+11); Cha 11 (+10)
Equipment hide armor, scythe

-1 Level / +1 Level

Gnoll Predator Druid [Level 20 Controller]

Medium natural humanoid [XP 2800]

Initiative +15; Senses Perception +20; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 35; Fortitude 30, Reflex 33, Will 33
Speed 8

● [m] Scythe (standard) ✦ Weapon
+20 vs. AC; 2d4 + 8 damage.
● [M] Savage Rend (standard) ✦ Beast Form
+22 vs. Reflex; 1d8 + 12 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; +22 vs. Reflex; 1d6 + 7 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
+22 vs. Fortitude; 3d10 + 12 damage, the gnoll druid grabs the target and shifts 5 squares, pulling the target with the gnoll druid.
□ [M] Primal Bear (standard) ✦ Beast Form, Healing
+22 vs. Fortitude; 3d10 + 12 damage, and the gnoll druid grabs the target. Until the grab ends, the target takes 10 damage at the start of the gnoll druid’s turn. Miss: Half damage, and the gnoll druid grabs the target. Hit or Miss: Until the end of the encounter, while the gnoll druid is in beast form, the gnoll druid gains a +2 bonus to AC and Fortitude.
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 +20, Perception +20
Str 13 (+11); Dex 21 (+15); Wis 21 (+15);
Con 16 (+13); Int 12 (+11); Cha 11 (+10)
Equipment hide armor, scythe

-1 Level / +1 Level

Gnoll Preserving Invoker [Level 20 Artillery]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +15; low-light
HP 142; Bloodied 71
Healing Surges (+35 hp) ○○
AC 34; Fortitude 31, Reflex 32, Will 33
Speed 7

● [m] Morningstar (standard) ✦ Weapon
+19 vs. AC; 1d10 + 7 damage.
● [R] Sun Strike (standard) ✦ Radiant
Ranged 10; +22 vs. Reflex; 1d8 + 12 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; +22 vs. Reflex; 2d8 + 12 damage. If the target moves more than 1 square before the end of the gnoll invoker’s next turn, the target takes 9 damage.
□ [R] Malediction of Gartak (standard)
Ranged 10; +22 vs. Will; 5d6 + 12 damage. Hit or Miss: Whenever the target hits with an attack, the target takes 10 damage. This effect ends at the end of the target’s turn if it has not attacked since the end of its last turn.
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 +19, Religion +19
Str 11 (+10); Dex 15 (+12); Wis 21 (+15);
Con 16 (+13); Int 19 (+14); Cha 12 (+11)
Equipment hide armor, morningstar

-1 Level / +1 Level

Gnoll Wrathful Invoker [Level 20 Artillery]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +15; low-light
HP 147; Bloodied 73
Healing Surges (+36 hp) ○○
AC 33; Fortitude 33, Reflex 30, Will 33
Speed 6

● [m] Morningstar (standard) ✦ Weapon
+19 vs. AC; 1d10 + 7 damage.
● [R] Avenging Light (standard) ✦ Radiant
Ranged 10; +22 vs. Fortitude; 1d10 + 12 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; +22 vs. Will; 3d10 + 12 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] Astral Tempest (standard)
Area burst 2 within 10; +22 vs. Fortitude; 7d6 + 12 damage, and the gnoll invoker slides the target 5 squares and knock it prone. Miss: Half damage, and the gnoll invoker slides the target 3 squares and knock it prone.
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 +19, Religion +17
Str 11 (+10); Dex 15 (+12); Wis 21 (+15);
Con 21 (+15); Int 14 (+12); Cha 12 (+11)
Equipment chainmail, morningstar

-1 Level / +1 Level

Gnoll Bear Shaman [Level 20 Controller (Leader)]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +20; low-light
HP 189; Bloodied 94
Healing Surges (+47 hp) ○○
AC 31; Fortitude 33, Reflex 29, Will 33
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +20 vs. AC; 1d10 + 8 damage.
● [M] Protecting Strike (standard) ✦ Spirit
Spirit melee 1; +22 vs. Will; 1d8 + 12 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; +22 vs. Will; 3d6 + 12 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] Great Bear Guardian (standard) ✦ Conjuration
Ranged 10; +22 vs. Fortitude; 2d10 + 12 damage, and the target is pushed 2 squares and knock it prone. Miss: Half damage, and the target is pushed 1 square. Hit or Miss: The gnoll shaman conjures a bear spirit in an unoccupied square adjacent to the target. The spirit lasts until the end of the encounter. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. As a move action, the gnoll shaman can move the spirit 5 squares.
The spirit can flank enemies with the gnoll shaman and the gnoll shaman’s allies, and it can make opportunity attacks against the gnoll shaman’s enemies: +22 vs. Reflex; 2d10 + 12 damage.
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 20 damage to the spirit, the spirit disappears, and the gnoll shaman takes 15 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; +22 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 +20, Perception +20
Str 12 (+11); Dex 15 (+12); Wis 21 (+15);
Con 21 (+15); Int 14 (+12); Cha 11 (+10)
Equipment leather armor, longspear

-1 Level / +1 Level

Gnoll Panther Shaman [Level 20 Controller (Leader)]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +20; low-light
HP 184; Bloodied 92
Healing Surges (+46 hp) ○○
AC 33; Fortitude 31, Reflex 31, Will 33
Speed 7

● [m] Longspear (standard) ✦ Weapon
Reach 1; +20 vs. AC; 1d10 + 8 damage.
● [M] Stalker’s Strike (standard) ✦ Spirit
Spirit melee 1; +22 vs. Fortitude; 1d10 + 12 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; +22 vs. Reflex; 2d10 + 12 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.
□ [R] Horns of the Undefeated Khan (standard)
Ranged 20; +22 vs. Reflex; 4d8 + 12 damage. Miss: Half damage. Hit or Miss: Until the end of the gnoll shaman’s next turn, the gnoll shaman and the gnoll shaman’s allies gain a +2 bonus to attack rolls and a +5 bonus to damage rolls against the target. As a free action before the gnoll shaman’s next turn, each ally within 20 squares of the target can make a saving throw and shift 3 squares as the first action of his or her turn.
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 20 damage to the spirit, the spirit disappears, and the gnoll shaman takes 15 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; +22 vs. Reflex; 1d10 + 12 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 +20, Perception +20
Str 12 (+11); Dex 15 (+12); Wis 21 (+15);
Con 16 (+13); Int 19 (+14); Cha 11 (+10)
Equipment leather armor, longspear

-1 Level / +1 Level

Gnoll Chaos Sorcerer [Level 20 Artillery]

Medium natural humanoid [XP 2800]

Initiative +15; Senses Perception +10; low-light
HP 141; Bloodied 70
Healing Surges (+35 hp) ○○
AC 32; Fortitude 29, Reflex 32, Will 34
Speed 7

● [r] Dagger (standard) ✦ Weapon
Ranged 5/10; +25 vs. AC; 1d4 + 12 damage.
● [R] Chaos Bolt (standard) ✦ Psychic
Ranged 10; +22 vs. Will; 1d10 + 19 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: +22 vs. Will; 1d6 + 14 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; +22 vs. Will; 3d8 + 19 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] Split Strike (standard) ✦ Lightning
Ranged 10; targets one or two creatures; +22 vs. Reflex; 6d6 + 19 lightning damage. If the gnoll sorcerer rolled an even number on the attack roll, the target is immobilized (save ends). If the gnoll sorcerer rolled an odd number on the attack roll, the target is dazed (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 +16, Bluff +20
Str 14 (+12); Dex 21 (+15); Wis 11 (+10);
Con 15 (+12); Int 12 (+11); Cha 21 (+15)
Equipment cloth armor, dagger

-1 Level / +1 Level

Gnoll Dragon Sorcerer [Level 20 Skirmisher]

Medium natural humanoid [XP 2800]

Initiative +13; Senses Perception +10; low-light
HP 183; Bloodied 91
Healing Surges (+45 hp) ○○
AC 31; Fortitude 31, Reflex 30, Will 34
Speed 7

● [m] Quarterstaff (standard) ✦ Weapon
+23 vs. AC; 1d8 + 11 damage.
● [C] Burning Spray (standard) ✦ Fire
Close blast 3; +22 vs. Reflex; 1d8 + 18 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.
□ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
Ranged 10; +22 vs. Fortitude; the target is stunned and takes ongoing 10 poison damage (save ends both). Miss: Ongoing 10 poison damage (save ends). Special: When the target saves against the ongoing poison damage, the gnoll sorcerer slides the target 4 squares.
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; +22 vs. Reflex; 2d10 + 18 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 +16, Athletics +19
Str 19 (+14); Dex 16 (+13); Wis 11 (+10);
Con 15 (+12); Int 12 (+11); Cha 21 (+15)
Equipment cloth armor, quarterstaff

-1 Level / +1 Level

Gnoll Earth Warden [Level 20 Brute]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +17; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○
AC 37; Fortitude 33, Reflex 31, Will 30
Speed 7

● [m] Battleaxe (standard) ✦ Weapon
+24 vs. AC; 1d10 + 12 damage.
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
● [M] Earth Shield Strike (standard) ✦ Weapon
+24 vs. AC; 1d10 + 12 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
+24 vs. AC; 2d10 + 12 damage. The target is immobilized and takes a -5 penalty to AC and Reflex until the end of the gnoll warden’s next turn.
□ [M] Blizzard Strike (standard) ✦ Cold, Weapon
+24 vs. AC; 4d10 + 12 cold damage, and the target is slowed (save ends). First Failed Save: The target is immobilized instead of slowed (save ends). Second Failed Save: The target is restrained instead of immobilized (save ends). Miss: Half damage, and the target is slowed until the end of the gnoll warden’s next turn. Hit or Miss: Each enemy within 3 squares of the gnoll warden, other than the target, is slowed 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.
● [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 +17, Perception +17
Str 21 (+15); Dex 15 (+12); Wis 14 (+12);
Con 21 (+15); Int 11 (+10); Cha 12 (+11)
Equipment hide armor, heavy shield, battleaxe, javelin

-1 Level / +1 Level

Gnoll Wild Warden [Level 20 Brute]

Medium natural humanoid [XP 2800]

Initiative +12; Senses Perception +19; low-light
HP 226; Bloodied 113
Healing Surges (+56 hp) ○○
AC 34; Fortitude 33, Reflex 29, Will 32
Speed 7

● [m] Greataxe (standard) ✦ Weapon
+24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12).
● [r] Javelin (standard) ✦ Weapon
Ranged 10/20; +24 vs. AC; 1d6 + 12 damage.
● [M] Weight of Earth (standard) ✦ Weapon
+24 vs. AC; 1d12 + 12 damage (crit 24 + 2d12), and the target is slowed until the end of the gnoll warden’s next turn.
○ [M] Razorleaf Cut (standard) ✦ Weapon
+24 vs. Fortitude; 2d12 + 16 damage (crit 40 + 2d12), and the target is weakened until the end of the gnoll warden’s next turn.
□ [M] Dire Beast Assault (standard) ✦ Weapon
Before and after the attack, the gnoll warden shifts 1 square. +24 vs. AC; 3d12 + 12 damage (crit 48 + 2d12), and ongoing 10 damage (save ends). Miss: Half damage, and ongoing 5 damage (save ends).
Ferocious Charge (standard)
The gnoll warden charges and deals an extra 4 damage on a successful attack.
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; +24 vs. Fortitude; 1d12 + 12 damage (crit 24 + 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 +19, Perception +19
Str 21 (+15); Dex 15 (+12); Wis 19 (+14);
Con 16 (+13); Int 11 (+10); Cha 12 (+11)
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.