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.