Gnoll NPCs [Level 23]
Gnoll Battle Cleric [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +16; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 36, Reflex 32, Will 37
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the gnoll cleric’s next turn.
- ○ [M] Haunting Strike (standard) ✦ Weapon
- +30 vs. AC; 4d10 + 15 damage. The next attack roll the gnoll cleric makes against the target gains a +2 power bonus.
- □ [M] Indomitable Spirit (standard) ✦ Healing, Weapon
- +28 vs. AC; 3d10 + 15 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 6 damage on a successful attack.
- □ Purify (standard)
- Every effect that a save can end is removed from the gnoll cleric and each ally within 10 squares.
- ○○○ Healing Word (minor) ✦ Healing
- The gnoll cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +4 bonus to damage rolls while bloodied.
Skills Heal +21, Religion +17
Str 22 (+17); Dex 15 (+13); Wis 20 (+16);
Con 16 (+14); Int 12 (+12); Cha 15 (+13)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Devoted Cleric [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 33, Reflex 32, Will 38
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +26 vs. Reflex; 2d8 + 15 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.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +26 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The gnoll cleric and each
ally in the burst gain a +5 power bonus to AC until the end of the gnoll cleric’s next turn and can spend a healing surge.
Add +5 to the hit points regained.
- □ [A] Fire Storm (standard) ✦ Fire, Zone
- Area burst 5 within 10; targets enemies; +26 vs. Reflex; 5d10 + 15 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 + 15 fire damage. Sustain Minor: The zone persists.
- ○ Ferocious Charge (standard)
- The gnoll cleric charges and deals an extra 6 damage on a successful attack.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The gnoll cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains hit
points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it can’t
take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the gnoll cleric within 5 squares
of its previous location.
- ○○○ Healing Word (minor) ✦ Healing
- The gnoll cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 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 +4 bonus to damage rolls while bloodied.
Skills Heal +22, Religion +17
Str 15 (+13); Dex 15 (+13); Wis 22 (+17);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Greatweapon Fighter [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +13; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 38, Reflex 33, Will 32
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +28 vs. AC; 4d12 + 21 damage (crit 69 + 3d12).
- □ [C] Devastation’s Wake (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12). 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: +28 vs. AC; 1d12 + 15 damage
(crit 27 + 3d12).
- ○ Ferocious Charge (standard)
- The gnoll fighter charges and deals an extra 6 damage on a successful attack.
- □ No Surrender (no action) ✦ Healing
- When the gnoll fighter’s hit points drop to 0 or lower.
The gnoll fighter regains hit points up to one-half the gnoll fighter’s maximum hit points. However, the gnoll fighter takes
a –2 penalty to attack rolls until the end of the encounter.
- Blood Fury
- The gnoll fighter gains a +4 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 +22, Intimidate +19
Str 22 (+17); Dex 17 (+14); Wis 14 (+13);
Con 22 (+17); Int 12 (+12); Cha 13 (+12)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Gnoll Guardian Fighter [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +13; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 38, Reflex 38, Will 32
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+29 vs. AC; 2d8 + 15 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] Fangs of Steel (standard) ✦ Weapon
- +29 vs. AC; 3d8 + 21 damage, and make a secondary attack against one creature adjacent to the primary target and within the
gnoll fighter’s melee reach. Secondary Attack: +29 vs. AC; 2d8 + 21 damage.
- □ [M] Strike of the Watchful Guard (standard) ✦ Weapon
- +29 vs. AC; 4d8 + 15 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 6 damage on a successful attack.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The gnoll fighter gains an action point that the gnoll fighter must spend during the gnoll fighter’s current turn.
- Blood Fury
- The gnoll fighter gains a +4 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 +18, Intimidate +19
Str 22 (+17); Dex 22 (+17); Wis 14 (+13);
Con 17 (+14); Int 12 (+12); Cha 13 (+12)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Avenging Paladin [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +13; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 37, Reflex 33, Will 36
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +29 vs. AC; 2d10 + 15 radiant damage. If the gnoll paladin has marked the target, the gnoll paladin gains a +2 bonus to the
damage roll.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +29 vs. AC; 3d10 + 15 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the gnoll paladin other than the primary target. Secondary Attack: +29 vs. AC; 1d10 + 15 thunder damage, and the
target is knocked prone.
- □ [M] Crusader’s Boon (standard) ✦ Weapon
- +29 vs. AC; 4d10 + 15 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 6 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 14 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.
- □ Cleansing Burst (minor)
- The gnoll paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- Blood Fury
- The gnoll paladin gains a +4 bonus to damage rolls while bloodied.
Skills Intimidate +23, Religion +17
Str 22 (+17); Dex 15 (+13); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Gnoll Protecting Paladin [Level 23 Soldier]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +13; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 40; Fortitude 36, Reflex 35, Will 37
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage, and the gnoll paladin gains 2 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +26 vs. Will; 4d10 + 15 radiant damage, and the target is pulled 2 squares.
- □ [A] Righteous Inferno (standard) ✦ Fire, Zone
- Area burst 2 within 10; targets enemies; +26 vs. Reflex; 3d10 + 15 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 + 9 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 6 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 15 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.
- □ United in Faith (minor) ✦ Healing
- The gnoll paladin and each ally within 5 squares can spend a healing surge.
- Blood Fury
- The gnoll paladin gains a +4 bonus to damage rolls while bloodied.
Skills Intimidate +24, Religion +17
Str 20 (+16); Dex 15 (+13); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 22 (+17)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Archer Ranger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +18; Senses Perception +18; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 40; Fortitude 36, Reflex 38, Will 32
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +29 vs. AC; 2d10 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +28/+28 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +29 vs. AC (twice); 2d10 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +29 vs. Fortitude; 4d10 + 16 damage, and the target is pushed 4 squares.
- □ [R] Two-in-One Shot (standard) ✦ Weapon
- Ranged 20/40; two attacks against one creature; +29 vs. AC; 2d10 + 16 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 6 damage on a successful attack.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the gnoll ranger’s turn, enemies treat the gnoll ranger as invisible if the gnoll ranger has cover or concealment
from them. An enemy still knows the square occupied by the gnoll ranger if it saw the gnoll ranger in that square at any point
during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● 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 3d6 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 +4 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 +18, Stealth +22
Str 20 (+16); Dex 24 (+18); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Gnoll Two-Blade Ranger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +18; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 37, Reflex 37, Will 32
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +28 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +29 vs. AC; 2d8 + 15 damage.
Longsword
(off hand): +29 vs. AC; 2d8 + 15 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until
the end of the gnoll ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss:
If any adjacent creature makes an attack against the gnoll ranger and misses before the start of the gnoll ranger’s next turn,
make a melee basic attack against it with both the gnoll ranger’s main weapon and the gnoll ranger’s off-hand weapon as an
immediate reaction.
- □ [M] Cruel Cage of Steel (standard) ✦ Weapon
- Three attacks against one, two, or three creatures;
Longsword (first attack; main): +31 vs. AC; 2d8 + 15 damage.
Longsword (second attack; off hand): +31 vs. AC; 2d8 + 15 damage.
Longsword (third attack; main):
+31 vs. AC; 1d8 + 15 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 6 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 3d6 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.
- □ Hit the Dirt (immediate interrupt)
- When the gnoll ranger is hit by an area attack or a close attack.
Shift 2 squares.
- Blood Fury
- The gnoll ranger gains a +4 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 +15 hit points.
Skills Nature +18, Perception +18
Str 22 (+17); Dex 22 (+17); Wis 15 (+13);
Con 16 (+14); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Gnoll Brawny Rogue [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +18; Senses Perception +12; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 35, Reflex 39, Will 32
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +30 vs. AC; 2d6 + 16 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +30 vs. Reflex; 2d6 + 16 damage.
- □ [M] Flying Foe (standard) ✦ Weapon
- +30 vs. Fortitude; 4d6 + 16 damage, and the gnoll rogue slides the target 5 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 5 squares, and no damage from obstacles.
- ○ Ferocious Charge (standard)
- The gnoll rogue charges and deals an extra 6 damage on a successful attack.
- ○ Dazzling Acrobatics (move)
- The gnoll rogue can shift twice the gnoll rogue’s speed. The gnoll rogue can climb at full speed as part of this move. If
an enemy attacks the gnoll rogue while the gnoll rogue shifts, the gnoll rogue gains a +4 bonus to AC against that attack.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the gnoll rogue.
Targets the creature the gnoll rogue’s ally damaged; +30 vs. AC; 2d6 + 16 damage.
- Blood Fury
- The gnoll rogue gains a +4 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 5d6 damage.
Skills Acrobatics +23, Thievery +23
Str 20 (+16); Dex 24 (+18); Wis 13 (+12);
Con 16 (+14); Int 12 (+12); Cha 15 (+13)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Gnoll Trickster Rogue [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +18; Senses Perception +17; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 33, Reflex 39, Will 35
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +25 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 2d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 2d6 + 16 damage.
The gnoll rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 4d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 16 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the gnoll rogue.
The gnoll rogue chooses the target of its attack.
- □ [M/R] Feinting Flurry (standard) ✦ Weapon
- Short Sword: +30 vs. Will; 5d6 + 16 damage.
Hand Crossbow: Ranged 10/20; +29 vs. Will; 5d6 + 16 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 -5 penalty. Sustain Minor: Sustain the penalty for another round.
- ○ Ferocious Charge (standard)
- The gnoll rogue charges and deals an extra 6 damage on a successful attack.
- □ Hide from the Light (minor)
- The gnoll rogue must already be hidden to use this power. The gnoll rogue is invisible until the end of the encounter or until
the gnoll rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic attack
or an at-will attack.
- Blood Fury
- The gnoll rogue gains a +4 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 5d6 damage.
Skills Stealth +23, Thievery +23
Str 15 (+13); Dex 24 (+18); Wis 13 (+12);
Con 16 (+14); Int 12 (+12); Cha 20 (+16)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Gnoll Fey-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +13; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 37; Fortitude 33, Reflex 36, Will 37
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +26 vs. Reflex; 2d10 + 15 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +26 vs. Will; 2d6 + 15 psychic damage, and the gnoll warlock is invisible to the target until the start of the
gnoll warlock’s next turn.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +26 vs. Fortitude; 3d8 + 15 poison damage, and the target is immobilized and takes a –6 penalty to AC and Reflex
defense until the end of the gnoll warlock’s next turn.
- □ [R] Delusions of Loyalty (standard) ✦ Charm
- Ranged 10; +26 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 6 damage on a successful attack.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The gnoll warlock becomes invisible until the start of the gnoll warlock’s next turn and teleports 20 squares. The gnoll warlock
leaves behind an illusory image of the gnoll warlock that persists as long as the gnoll warlock is invisible. This image stands
in place, takes no actions, and uses the gnoll warlock’s defenses if it is attacked. If the illusion is touched or takes any
damage, it dissolves into a pile of dead leaves. If the gnoll warlock makes an attack, the gnoll warlock becomes visible.
Sustain Standard: The gnoll warlock remains invisible as long as the gnoll warlock doesn’t make an 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 3d6 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 +4 bonus to damage rolls while bloodied.
Skills Arcana +21, Bluff +22
Str 12 (+12); Dex 15 (+13); Wis 14 (+13);
Con 17 (+14); Int 20 (+16); Cha 22 (+17)
Equipment leather armor, spear
-1 Level / +1 Level
Gnoll Infernal-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +12; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 37; Fortitude 37, Reflex 36, Will 33
Speed 7
- ● [m] Mace (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +27 vs. Reflex; 2d6 + 16 fire damage. If the gnoll warlock takes damage before the end of the gnoll warlock’s next
turn, the target takes an extra 2d6 + 16 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +27 vs. Reflex; 4d8 + 16 damage, and the target is pushed 8 squares.
- ○ Ferocious Charge (standard)
- The gnoll warlock charges and deals an extra 6 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.
- ● 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 3d6 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.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The gnoll warlock grows wings and gains a fly speed equal to the gnoll warlock’s speed until the end of the encounter or for
5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The gnoll warlock gains 23 temporary hit points.
- Blood Fury
- The gnoll warlock gains a +4 bonus to damage rolls while bloodied.
Skills Arcana +21, Intimidate +20
Str 12 (+12); Dex 16 (+14); Wis 13 (+12);
Con 24 (+18); Int 20 (+16); Cha 15 (+13)
Equipment leather armor, mace
-1 Level / +1 Level
Gnoll Star-Pact Warlock [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +12; low-light
HP 216; Bloodied 108
Healing Surges (+54 hp) ○○○
AC 35; Fortitude 37, Reflex 34, Will 36
Speed 7
- ● [m] Sickle (standard) ✦ Weapon
- +23 vs. AC; 2d6 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 16 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +27 vs. Fortitude; 2d6 + 16 radiant damage. If the target moves nearer to the gnoll warlock on its next turn, it
takes an extra 2d6 + 16 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +25 vs. Will; 4d10 + 14 damage, and the gnoll warlock can swap places with the target. After swapping places with
the target, the gnoll warlock can teleport 2 squares..
- □ [R] Wrath of Acamar (standard) ✦ Necrotic, Teleportation
- Ranged 10; +25 vs. Reflex; 4d10 + 14 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 + 9 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 6 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 3d6 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.
- ○ Entropic Ward (minor)
- Until the end of the gnoll warlock’s next turn, anyone who attacks the gnoll warlock must roll two dice and take the lower
result. Each time an attack misses due to this effect, the gnoll warlock gains a cumulative +1 power bonus to the gnoll warlock’s
next attack roll.
- ● 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 +4 bonus to damage rolls while bloodied.
Skills Arcana +18, Insight +17
Str 12 (+12); Dex 16 (+14); Wis 13 (+12);
Con 24 (+18); Int 15 (+13); Cha 20 (+16)
Equipment leather armor, sickle
-1 Level / +1 Level
Gnoll Inspiring Warlord [Level 23 Soldier (Leader)]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +12; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 36; Fortitude 37, Reflex 32, Will 36
Speed 6
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +28 vs. Fortitude; 6 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 +5 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] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +28 vs. AC; 3d10 + 15 damage, and the target is weakened until the end of the gnoll warlord’s next turn. Until the end of
the encounter, the gnoll warlord’s allies gain a +5 power bonus to their attack rolls against weakened enemies.
- □ [M] Victory Surge (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 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 6 damage on a successful attack.
- □ Heart of the Titan (standard)
- The gnoll warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 5. Until
the target loses as many temporary hit points as he or she gained from this power, the target adds +5 to damage rolls and
can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○○○ Inspiring Word (minor) ✦ Healing
- The gnoll warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This power
can only be used once per round.
- Blood Fury
- The gnoll warlord gains a +4 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 16 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 +17, History +18
Str 22 (+17); Dex 15 (+13); Wis 12 (+12);
Con 16 (+14); Int 15 (+13); Cha 20 (+16)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Gnoll Tactical Warlord [Level 23 Soldier (Leader)]
Medium natural humanoid [XP 5100]
Initiative +15; Senses Perception +12; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 37, Reflex 36, Will 33
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 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] Sudden Assault (standard) ✦ Weapon
- +29 vs. AC; 1d8 + 15 damage, and an ally of the gnoll warlord’s choice within 5 squares of the gnoll warlord takes a standard
action. The gnoll warlord’s ally gains a +5 power bonus to attack rolls against targets adjacent to the gnoll warlord for
attacks made with this extra standard action.
- □ [M] Break the Tempo (standard) ✦ Weapon
- +29 vs. AC; 4d8 + 15 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 -5 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 6 damage on a successful attack.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the gnoll warlord slides each target 5 squares.
- ○○○ Inspiring Word (minor) ✦ Healing
- The gnoll warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This power
can only be used once per round.
- Blood Fury
- The gnoll warlord gains a +4 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 +5 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 +17, History +21
Str 22 (+17); Dex 15 (+13); Wis 12 (+12);
Con 16 (+14); Int 20 (+16); Cha 15 (+13)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Gnoll Control Wizard [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +16; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 37
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +26 vs. Fortitude; 2d6 + 15 cold damage, and the target is slowed until the end of the gnoll wizard’s next turn.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +26 vs. Fortitude; 4d6 + 15 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the gnoll wizard’s next turn, or the gnoll wizard can dismiss it as a minor action.
- □ [A] Evard’s Black Tentacles (standard) ✦ Necrotic, Zone
- Area burst 4 within 10; +26 vs. Reflex; 2d10 + 15 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 + 9 necrotic damage to creatures that are immobilized.
- ○ Ferocious Charge (standard)
- The gnoll wizard charges and deals an extra 6 damage on a successful attack.
- □ Time Stop (minor)
- The gnoll wizard gains two extra standard actions, which the gnoll wizard can’t use to attack other creatures.
- ○ 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 -5 penalty to its saving throws against that effect. Alternatively, the gnoll wizard can extend
the duration a wizard at-will spell whose effect is ending at the end of the gnoll wizard’s current turn, so that it lasts
instead until the end of the gnoll wizard’s next turn.
- Blood Fury
- The gnoll wizard gains a +4 bonus to damage rolls while bloodied.
Skills Arcana +22, Insight +21
Str 12 (+12); Dex 17 (+14); Wis 20 (+16);
Con 16 (+14); Int 22 (+17); Cha 13 (+12)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Gnoll War Wizard [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +13; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 34
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +23 vs. AC; 2d8 + 10 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +26 vs. Reflex; 2d6 + 15 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +26 vs. Reflex; 4d6 + 15 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +26
vs. Reflex; 2d6 + 15 lightning damage. Tertiary Attack: +26 vs. Reflex; 1d6 + 15 lightning damage.
- □ [C] Acid Wave (standard) ✦ Acid
- Close blast 5; +26 vs. Reflex; 5d6 + 15 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 6 damage on a successful attack.
- □ Mass Fly (standard)
- The gnoll wizard and each ally within 5 squares gain a speed of fly 8 until the end of the gnoll wizard’s next turn. Sustain
Minor: The gnoll wizard can sustain this power until the end of the encounter or for 5 minutes. If the gnoll wizard does
not sustain this power, all targets float to the ground without taking falling damage.
- ○ Wand of Accuracy (free)
- The gnoll wizard gains a +6 bonus to a single attack roll.
- Blood Fury
- The gnoll wizard gains a +4 bonus to damage rolls while bloodied.
Skills Arcana +22, History +22
Str 12 (+12); Dex 22 (+17); Wis 15 (+13);
Con 16 (+14); Int 22 (+17); Cha 13 (+12)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Gnoll Isolating Avenger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +24 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and the gnoll avenger shifts 1 square, sliding the target 1 square into the space the gnoll
avenger occupied.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +29 vs. AC; 3d10 + 15 damage, and until the end of the gnoll avenger’s next turn, the gnoll avenger and the target are immobilized.
In addition, no other creature has line of sight or line of effect to either the target or the gnoll avenger, both of whom
have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends on either the
target or the gnoll avenger before the end of the gnoll avenger’s next turn. Hit or Miss: Until the end of the gnoll
avenger’s next turn, the gnoll avenger gains a +5 bonus to all defenses against the target’s attacks.
- □ [C] Aspect of Awe (standard) ✦ Charm, Psychic
- Close burst 5; targets one creature in burst; +26 vs. Will; 4d8 + 15 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 6 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.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the gnoll avenger to 0 hit points or fewer and doesn’t kill you.
The gnoll avenger is dying but doesn’t fall unconscious. Until the end of the gnoll avenger’s next turn, the gnoll avenger
doesn’t take any damage after the triggering attack, and the gnoll avenger gains a +4 bonus to attack rolls. At the end of
the gnoll avenger’s next turn, the gnoll avenger falls unconscious if the gnoll avenger is still dying.
- Blood Fury
- The gnoll avenger gains a +4 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 +5 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 +18, Religion +21
Str 15 (+13); Dex 15 (+13); Wis 22 (+17);
Con 16 (+14); Int 20 (+16); Cha 12 (+12)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Gnoll Pursuing Avenger [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +17; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 37
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +28 vs. AC; 2d8 + 15 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and if the target doesn’t end its next turn adjacent to the gnoll avenger, the gnoll avenger
can shift 7 squares as a free action. The gnoll avenger must end that shift closer to the target.
- ○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +29 vs. AC; 4d10 + 15 radiant damage, and if the target is not adjacent to the gnoll avenger at the start of the gnoll avenger’s
next turn, the gnoll avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that turn, the
gnoll avenger can teleport to a space adjacent to the target as a move action, doing 11 radiant damage to the target.
- □ [M] Oath of the Inevitable Blade (standard) ✦ Weapon
- +29 vs. AC; 5d10 + 15 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 6 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.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the gnoll avenger gains phasing, and the gnoll avenger takes half damage from opportunity
attacks.
- ○ [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 +4 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 +12 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 +17, Stealth +22
Str 15 (+13); Dex 22 (+17); Wis 22 (+17);
Con 16 (+14); Int 13 (+12); Cha 12 (+12)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Gnoll Rageblood Barbarian [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 39; Fortitude 38, Reflex 36, Will 32
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d12 + 3d8 + 15 damage (crit 63 + 3d12). 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] Fatal Strike (standard) ✦ Weapon
- +28 vs. AC; 4d12 + 21 damage (crit 69 + 3d12), and the target cannot regain hit points until the start of the gnoll barbarian’s
next turn.
- □ [M] Hydra Rage (standard) ✦ Rage, Weapon
- +28 vs. AC; 4d12 + 15 damage (crit 63 + 3d12), 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 6 damage on a successful attack.
- ○ Swift Charge (free)
- When the gnoll barbarian’s attack reduces an enemy to 0 hit points.
The gnoll barbarian charges an enemy.
- □ Primal Vigor (immediate interrupt)
- When the gnoll barbarian is hit by an attack.
Until the end of the gnoll barbarian’s next turn, the gnoll barbarian gains resist 17 to all damage.
- Blood Fury
- The gnoll barbarian gains a +4 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 16 temporary hit points.
- Barbarian Agility
- While the gnoll barbarian is not wearing heavy armor, the gnoll barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +21, Perception +17
Str 22 (+17); Dex 16 (+14); Wis 13 (+12);
Con 22 (+17); Int 12 (+12); Cha 15 (+13)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Thaneborn Barbarian [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 257; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 39; Fortitude 38, Reflex 36, Will 35
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+28 vs. AC; 2d12 + 3d6 + 15 damage (crit 57 + 3d12). 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] Berserker’s Shout (standard) ✦ Fear, Weapon
- +28 vs. AC; 5d12 + 15 damage (crit 75 + 3d12), and each enemy adjacent to the gnoll barbarian takes a –5 penalty to attack
rolls until the end of the gnoll barbarian’s next turn.
- □ [M] Ghost Viper Rage (standard) ✦ Poison, Rage, Weapon
- +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), 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 6 damage on a successful attack.
- □ Untouched (minor)
- The gnoll barbarian makes a saving throw against each effect on the gnoll barbarian that a save can end. The gnoll barbarian
gains a +3 bonus to each saving throw.
- ○ [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.
- Blood Fury
- The gnoll barbarian gains a +4 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 +5 bonus to the attack roll.
- Barbarian Agility
- While the gnoll barbarian is not wearing heavy armor, the gnoll barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +21, Perception +17
Str 22 (+17); Dex 16 (+14); Wis 13 (+12);
Con 17 (+14); Int 12 (+12); Cha 20 (+16)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Cunning Bard [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 37
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +26 vs. Will; 2d6 + 15 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the gnoll
bard’s next turn.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +26 vs. Reflex; 3d8 + 15 force damage. Each ally within 10 squares of the gnoll bard, as the last action of his
or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of the
gnoll bard’s next turn, an ally who teleports using this power also gains a +5 power bonus to all defenses.
- □ [R] Encircling Dance (standard) ✦ Radiant
- Ranged 10; targets one or two creatures; +26 vs. Reflex; 3d8 + 15 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 6 damage on a successful attack.
- ○○○ Majestic Word (minor) ✦ Healing
- The gnoll bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 6 hit points. This power
can only be used once per round. The gnoll bard can also slide the target 1 square.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- Blood Fury
- The gnoll bard gains a +4 bonus to damage rolls while bloodied.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 10 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 +21, Bluff +22
Str 14 (+13); Dex 15 (+13); Wis 12 (+12);
Con 17 (+14); Int 20 (+16); Cha 22 (+17)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Gnoll Valorous Bard [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +13; Senses Perception +17; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 37; Fortitude 36, Reflex 34, Will 37
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +25 vs. AC; 2d8 + 11 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 15 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] Weal and Woe (standard) ✦ Weapon
- +29 vs. AC; 3d8 + 15 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +6
power bonus to his or her next attack roll against the target.
- ○ Ferocious Charge (standard)
- The gnoll bard charges and deals an extra 6 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 15 squares can spend a healing surge and regain an additional 4d6 + 6 hit points. This power
can only be used once per round. The gnoll bard can also slide the target 1 square.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the gnoll bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- Blood Fury
- The gnoll bard gains a +4 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 11 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 +18, Athletics +17
Str 14 (+13); Dex 15 (+13); Wis 12 (+12);
Con 22 (+17); Int 15 (+13); Cha 22 (+17)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Gnoll Guardian Druid [Level 23 Controller]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 39; Fortitude 36, Reflex 34, Will 37
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +24 vs. AC; 4d4 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +26 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the gnoll druid’s
next turn. Hit or Miss: Until the end of the gnoll druid’s next turn, any creature that enters the area of the burst
or starts its turn there takes 5 lightning damage.
- □ [A] Entangling Thorns (standard)
- Area burst 2 within 10; +26 vs. Reflex; the target is immobilized and takes ongoing 5 damage (save ends both). Aftereffect:
2d6 + 15 damage. Miss: 1d6 + 15 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 6 damage on a successful attack.
- □ Unyielding Roots (standard) ✦ Healing
- The gnoll druid and each ally with 5 squares grows revitalizing roots. Until the end of the gnoll druid’s next turn, each
target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn, he
or she regains 6 hit points. Sustain Minor: The effect persists.
- ● Wild Shape (minor) ✦ Polymorph
- The gnoll druid changes from the gnoll druid’s humanoid form to beast form or vice versa. When the gnoll druid changes from
beast form back to the gnoll druid’s humanoid form, the gnoll druid shifts 1 square. While the gnoll druid is in beast form,
the gnoll druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the gnoll druid can sustain
such powers. The gnoll druid can use this power once per round.
- Blood Fury
- The gnoll druid gains a +4 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 +22, Nature +22
Str 14 (+13); Dex 17 (+14); Wis 22 (+17);
Con 22 (+17); Int 13 (+12); Cha 12 (+12)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Predator Druid [Level 23 Controller]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +22; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 37
Speed 8
- ● [m] Scythe (standard) ✦ Weapon
- +24 vs. AC; 4d4 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +26 vs. Reflex; 2d8 + 15 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; +26 vs. Reflex; 2d6 + 9 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 6 fire damage.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +26 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the gnoll druid’s next turn.
- □ [M] Primal Bear (standard) ✦ Beast Form, Healing
- +26 vs. Fortitude; 3d10 + 15 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 6 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.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the gnoll druid uses wild shape to change into beast form, the gnoll druid becomes
insubstantial and gain phasing until the end of the gnoll druid’s turn.
- Blood Fury
- The gnoll druid gains a +4 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 +22, Perception +22
Str 14 (+13); Dex 22 (+17); Wis 22 (+17);
Con 17 (+14); Int 13 (+12); Cha 12 (+12)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Preserving Invoker [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 161; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 38; Fortitude 34, Reflex 36, Will 37
Speed 7
- ● [m] Morningstar (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +26 vs. Reflex; 2d8 + 15 radiant damage, and the gnoll invoker slides the target 1 square. The gnoll invoker can
use this power as a ranged basic attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the gnoll invoker’s next turn. Until the
end of the gnoll invoker’s next turn, the target also takes a -5 penalty to attack rolls.
- □ [R] Malediction of Gartak (standard)
- Ranged 10; +26 vs. Will; 5d6 + 15 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 6 damage on a successful attack.
- □ Covenant of Vengeance (minor)
- Choose either the gnoll invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the gnoll invoker and the gnoll invoker’s allies gain
a +4 power bonus to attack rolls against that creature until the end of the gnoll invoker’s next turn.
- ○ 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 +5 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.
- Blood Fury
- The gnoll invoker gains a +4 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 +21, Religion +21
Str 12 (+12); Dex 16 (+14); Wis 22 (+17);
Con 17 (+14); Int 20 (+16); Cha 13 (+12)
Equipment hide armor, morningstar
-1 Level / +1 Level
Gnoll Wrathful Invoker [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +17; low-light
HP 166; Bloodied 83
Healing Surges (+41 hp) ○○○
AC 36; Fortitude 37, Reflex 34, Will 37
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +23 vs. AC; 2d10 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +6 radiant damage. The gnoll invoker can use this power as a ranged basic attack.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +26 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the gnoll invoker’s
next turn, it takes 16 fire damage.
- □ [A] Astral Tempest (standard)
- Area burst 2 within 10; +26 vs. Fortitude; 7d6 + 15 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 6 damage on a successful attack.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [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 2d6+6 radiant damage and is pushed 2 squares.
- Blood Fury
- The gnoll invoker gains a +4 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 +21, Religion +18
Str 12 (+12); Dex 16 (+14); Wis 22 (+17);
Con 22 (+17); Int 15 (+13); Cha 13 (+12)
Equipment chainmail, morningstar
-1 Level / +1 Level
Gnoll Bear Shaman [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +22; low-light
HP 214; Bloodied 107
Healing Surges (+53 hp) ○○○
AC 35; Fortitude 37, Reflex 33, Will 37
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +23 vs. AC; 2d10 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Will; 2d8 + 15 damage, and each ally adjacent to the gnoll shaman’s spirit companion gains 6 temporary
hit points.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Reflex; 2d10 + 15 damage. Until the end of the gnoll shaman’s next turn, any ally takes half damage
from any source while adjacent to the gnoll shaman’s spirit companion. Each ally adjacent to the gnoll shaman’s spirit companion
gains 6 temporary hit points.
- □ [R] Great Bear Guardian (standard) ✦ Conjuration
- Ranged 10; +26 vs. Fortitude; 2d10 + 15 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:
+26 vs. Reflex; 2d10 + 15 damage.
- ○ Ferocious Charge (standard)
- The gnoll shaman charges and deals an extra 6 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 21 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 16 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 5d6 hit points. This power can only be used once per round.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the gnoll shaman and the gnoll shaman’s allies are insubstantial.
- ● [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; +26 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the gnoll shaman’s spirit
companion regains 6 hit points.
- Blood Fury
- The gnoll shaman gains a +4 bonus to damage rolls while bloodied.
- Protector Spirit
- Any ally adjacent to the gnoll shaman’s spirit companion regains 6 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 +22, Perception +22
Str 13 (+12); Dex 16 (+14); Wis 22 (+17);
Con 22 (+17); Int 15 (+13); Cha 12 (+12)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Panther Shaman [Level 23 Controller (Leader)]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +22; low-light
HP 209; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 37; Fortitude 34, Reflex 35, Will 37
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +23 vs. AC; 2d10 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 2d10 + 15 damage, and until the end of the gnoll shaman’s next turn, the gnoll shaman’s
spirit companion can flank with the gnoll shaman and the gnoll shaman’s allies. If the target is bloodied, the gnoll shaman
gains a +2 bonus to the attack roll.
- ○ [M] Call to the Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +26 vs. Fortitude; 4d6 + 15 damage. Until the end of the gnoll shaman’s next turn, when any ally adjacent
to the gnoll shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 5 damage.
- □ [R] Horns of the Undefeated Khan (standard)
- Ranged 20; +26 vs. Reflex; 4d8 + 15 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 6 damage on a successful attack.
- □ Call the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● 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 21 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 16 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 5d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the gnoll shaman’s spirit companion without shifting.
Targets triggering enemy; +26 vs. Reflex; 2d10 + 15 damage.
- Blood Fury
- The gnoll shaman gains a +4 bonus to damage rolls while bloodied.
- Stalker Spirit
- Any ally adjacent to the gnoll shaman’s spirit companion gains a +5 bonus to damage rolls against bloodied enemies.
Skills Nature +22, Perception +22
Str 13 (+12); Dex 16 (+14); Wis 22 (+17);
Con 17 (+14); Int 20 (+16); Cha 12 (+12)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Chaos Sorcerer [Level 23 Artillery]
Medium natural humanoid [XP 5100]
Initiative +17; Senses Perception +12; low-light
HP 160; Bloodied 80
Healing Surges (+40 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 38
Speed 7
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d4 + 15 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +26 vs. Will; 2d10 + 25 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:
+26 vs. Will; 1d6 + 19 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] Plates of Ice (standard) ✦ Cold
- Ranged 20; +26 vs. Fortitude; 4d6 + 25 cold damage, and the target is weakened until the end of the gnoll sorcerer’s next
turn. If the gnoll sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 + 19
cold damage.
- □ [R] Split Strike (standard) ✦ Lightning
- Ranged 10; targets one or two creatures; +26 vs. Reflex; 6d6 + 25 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 6 damage on a successful attack.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the gnoll sorcerer’s next turn, the gnoll sorcerer becomes insubstantial, the gnoll sorcerer gains a fly
speed equal to the gnoll sorcerer’s speed, and the gnoll sorcerer can hover.
- Blood Fury
- The gnoll sorcerer gains a +4 bonus to damage rolls while bloodied.
- Chaos Power
- The gnoll sorcerer gains a +10 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 +17, Bluff +22
Str 15 (+13); Dex 22 (+17); Wis 12 (+12);
Con 16 (+14); Int 13 (+12); Cha 22 (+17)
Equipment cloth armor, dagger
-1 Level / +1 Level
Gnoll Dragon Sorcerer [Level 23 Skirmisher]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +12; low-light
HP 208; Bloodied 104
Healing Surges (+52 hp) ○○○
AC 35; Fortitude 35, Reflex 33, Will 38
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +26 vs. Reflex; 2d8 + 24 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 5 fire damage.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +26 vs. Reflex; 5d6 + 24 acid damage. Until the end of the gnoll sorcerer’s next turn, the target doesn’t have
line of sight to any creature more than 3 squares away from it.
- □ [R] Baleful Gaze of the Basilisk (standard) ✦ Fear, Poison
- Ranged 10; +26 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 5 squares.
- ○ Ferocious Charge (standard)
- The gnoll sorcerer charges and deals an extra 6 damage on a successful attack.
- □ Platinum Scales (immediate interrupt)
- When the gnoll sorcerer is hit by an attack.
Until the end of the encounter, the gnoll sorcerer gains a +5 power bonus to all defenses.
- Blood Fury
- The gnoll sorcerer gains a +4 bonus to damage rolls while bloodied.
- Draconic Power
- The gnoll sorcerer gains a +9 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 +17, Athletics +21
Str 20 (+16); Dex 17 (+14); Wis 12 (+12);
Con 16 (+14); Int 13 (+12); Cha 22 (+17)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Gnoll Earth Warden [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +18; low-light
HP 262; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 41; Fortitude 37, Reflex 35, Will 33
Speed 7
- ● [m] Battleaxe (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 15 damage, and the gnoll warden gains a +1 power bonus to AC until the end of the gnoll warden’s next turn.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +28 vs. Reflex; the gnoll warden pulls the target 2 squares to a space that
must be adjacent to the gnoll warden. Make a secondary attack against the target. Secondary Attack: +30 vs. AC; 3d10
+ 15 damage. Special: If either attack hits, the target is also slowed until the start of the gnoll warden’s next turn.
- □ [M] Blizzard Strike (standard) ✦ Cold, Weapon
- +28 vs. AC; 4d10 + 15 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 6 damage on a successful attack.
- □ Panacea (minor)
- The gnoll warden makes a saving throw with a +4 power bonus. The gnoll warden also gains a +4 power bonus to saving throws
until the end of the encounter.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the gnoll warden that is within 5 squares of the gnoll warden makes an attack that does not include
the gnoll warden as a target.
Targets the triggering enemy; The gnoll warden slides the target 1 square. The target is slowed and cannot shift until the
end of its turn.
- Blood Fury
- The gnoll warden gains a +4 bonus to damage rolls while bloodied.
- Earthstrength
- When the gnoll warden uses the gnoll warden’s second wind, the gnoll warden gains an additional +6 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 +19, Perception +18
Str 22 (+17); Dex 16 (+14); Wis 15 (+13);
Con 22 (+17); Int 12 (+12); Cha 13 (+12)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Gnoll Wild Warden [Level 23 Brute]
Medium natural humanoid [XP 5100]
Initiative +14; Senses Perception +21; low-light
HP 257; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 38; Fortitude 37, Reflex 33, Will 36
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +28 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and the target is slowed until the end of the gnoll warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and the target is dazed until the end of the gnoll warden’s next turn. Until
the end of the gnoll warden’s next turn, the gnoll warden gains a +5 power bonus to attack rolls.
- □ [M] Dire Beast Assault (standard) ✦ Weapon
- Before and after the attack, the gnoll warden shifts 1 square. +28 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), 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 6 damage on a successful attack.
- □ Renewal (minor) ✦ Healing
- The gnoll warden spends a healing surge. In addition, the gnoll warden regains the use of an encounter attack power the gnoll
warden has already used during this encounter.
- ● [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; +28 vs. Fortitude; 2d12 + 15 damage (crit 39 + 3d12), 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 +4 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 -5 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 +21, Perception +21
Str 22 (+17); Dex 16 (+14); Wis 20 (+16);
Con 17 (+14); Int 12 (+12); Cha 13 (+12)
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.