Gnoll NPCs [Level 26]
Gnoll Battle Cleric [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +18; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 39; Fortitude 39, Reflex 35, Will 40
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 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
- +33 vs. AC; 4d10 + 16 damage. The next attack roll the gnoll cleric makes against the target gains a +2 power bonus.
- □ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +31 vs. AC; 6d10 + 16 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
- ○ 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 6d6 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 +23, Religion +19
Str 23 (+19); Dex 15 (+15); Wis 21 (+18);
Con 16 (+16); Int 12 (+14); Cha 15 (+15)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Devoted Cleric [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +19; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 39; Fortitude 36, Reflex 35, Will 41
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 12 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +29 vs. Reflex; 2d8 + 16 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; +29 vs. Will; 3d8 + 16 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.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +29 vs. Fortitude; 4d10 + 16 psychic damage, and the target is stunned until the end of the
gnoll cleric’s next turn. Miss: Half damage, and the target is not stunned.
- ○ 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 6d6 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 +24, Religion +19
Str 15 (+15); Dex 15 (+15); Wis 23 (+19);
Con 16 (+16); Int 12 (+14); Cha 21 (+18)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Greatweapon Fighter [Level 26 Soldier]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +15; low-light
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 40; Fortitude 41, Reflex 36, Will 35
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12). Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +31 vs. AC; 4d12 + 22 damage (crit 70 + 3d12).
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +31 vs. AC; 6d12 + 16 damage (crit 88 + 3d12), and all of the gnoll fighter’s enemies that the gnoll fighter can see are marked
until the end of the gnoll fighter’s next turn. Miss: The power is not expended.
- ○ 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 +24, Intimidate +21
Str 23 (+19); Dex 17 (+16); Wis 14 (+15);
Con 23 (+19); Int 12 (+14); Cha 13 (+14)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Gnoll Guardian Fighter [Level 26 Soldier]
Medium natural humanoid [XP 9000]
Initiative +19; Senses Perception +15; low-light
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 41, Reflex 41, Will 35
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+32 vs. AC; 2d8 + 16 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
- +32 vs. AC; 3d8 + 22 damage, and make a secondary attack against one creature adjacent to the primary target and within the
gnoll fighter’s melee reach. Secondary Attack: +32 vs. AC; 2d8 + 22 damage.
- ○ 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.
- □ Reaper’s Stance (minor) ✦ Stance, Weapon
- Whenever the gnoll fighter uses a fighter power, the gnoll fighter can score a critical hit on a roll of 19–20, and the gnoll
fighter gains a +6 power bonus to damage rolls. Any enemy that starts its turn adjacent to the gnoll fighter takes 1d8 + 10
damage damage and ongoing 10 damage (save ends), as long as the gnoll fighter is able to make opportunity attacks. Stance: This power lasts until the end of the encounter or until the gnoll fighter uses another stance power.
- 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 +20, Intimidate +21
Str 23 (+19); Dex 23 (+19); Wis 14 (+15);
Con 17 (+16); Int 12 (+14); Cha 13 (+14)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Avenging Paladin [Level 26 Soldier]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +15; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 40, Reflex 36, Will 39
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +32 vs. AC; 2d10 + 16 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
- +32 vs. AC; 3d10 + 16 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: +32 vs. AC; 1d10 + 16 thunder damage, and the
target is knocked prone.
- □ [M] Exalted Retribution (standard) ✦ Weapon
- +32 vs. AC; 4d10 + 16 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from
the gnoll paladin when it attacks (save ends). The gnoll paladin gains a +2 bonus to the opportunity attack roll and deals
an extra 1d10 damage.
- ○ 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 +25, Religion +19
Str 23 (+19); Dex 15 (+15); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 21 (+18)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Gnoll Protecting Paladin [Level 26 Soldier]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +15; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 43; Fortitude 39, Reflex 38, Will 40
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +30 vs. AC; 2d6 + 15 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage, and the gnoll paladin gains 2 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +29 vs. Will; 4d10 + 16 radiant damage, and the target is pulled 2 squares.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +29 vs. Will; 6d6 + 16 damage Miss: Half damage. Hit or Miss: The target suffers
ongoing 10 fire damage (save ends). The target is marked until the end of the gnoll paladin’s next turn.
- ○ 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 +26, Religion +19
Str 21 (+18); Dex 15 (+15); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 23 (+19)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Archer Ranger [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +20; Senses Perception +20; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 43; Fortitude 39, Reflex 41, Will 35
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +32 vs. AC; 2d10 + 17 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +31/+31 vs. AC; 2d8 + 10 damage (main)/2d6 + 10
damage (off-hand).
Longbow: Ranged 20/40; +32 vs. AC (twice); 2d10 + 10 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +32 vs. Fortitude; 4d10 + 17 damage, and the target is pushed 4 squares.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +32 vs. AC; 3d10 + 17 damage. Miss: Half damage.
- ○ 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 +20, Stealth +24
Str 21 (+18); Dex 25 (+20); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Gnoll Two-Blade Ranger [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +19; Senses Perception +20; low-light
HP 247; Bloodied 123
Healing Surges (+61 hp) ○○○
AC 42; Fortitude 40, Reflex 40, Will 35
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +31 vs. AC; 2d10 + 16 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +32/+32 vs. AC; 2d8 + 10 damage (main)/2d8 + 10 damage
(off-hand).
Longbow: Ranged 20/40; +31 vs. AC (twice); 2d10 + 10 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +32 vs. AC; 2d8 + 16 damage.
Longsword
(off hand): +32 vs. AC; 2d8 + 16 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/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Longsword/Longsword: +32/+32 vs. AC; 2d8 + 16 damage (main)/2d8 + 16 damage (off-hand).
Longbow: Ranged 20/40; +31 vs. AC (twice); 2d10 + 16 damage.
Miss: Half damage per attack. Hit
or Miss: After making these attacks, the gnoll ranger can shift 2 squares.
- ○ 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 +20, Perception +20
Str 23 (+19); Dex 23 (+19); Wis 15 (+15);
Con 16 (+16); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Gnoll Brawny Rogue [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +20; Senses Perception +14; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 38, Reflex 42, Will 35
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +31 vs. AC; 2d6 + 15 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +33 vs. Reflex; 2d6 + 17 damage.
- □ [M] Ghost on the Wind (standard) ✦ Weapon
- +33 vs. Will; 6d6 + 17 damage, and the gnoll rogue becomes invisible. The gnoll rogue shifts into any square adjacent to the
target and reappear at the start of the gnoll rogue’s next turn. The gnoll rogue has combat advantage against the target until
the end of the gnoll rogue’s next turn. Miss: Half damage, the gnoll rogue can shift 1 square to another square adjacent
to the target, and the gnoll rogue has combat advantage against the target until the end of the gnoll rogue’s next turn.
- ○ 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; +33 vs. AC; 2d6 + 17 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 +25, Thievery +25
Str 21 (+18); Dex 25 (+20); Wis 13 (+14);
Con 16 (+16); Int 12 (+14); Cha 15 (+15)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Gnoll Trickster Rogue [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +20; Senses Perception +19; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 36, Reflex 42, Will 38
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +28 vs. AC; 2d6 + 12 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +33 vs. AC; 2d6 + 17 damage.
Hand Crossbow: Ranged 10/20; +32 vs. AC; 2d6 + 17 damage.
The gnoll rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +33 vs. AC; 4d6 + 17 damage.
Hand Crossbow: Ranged 10/20; +32 vs. AC; 4d6 + 17 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] Hamstring (standard) ✦ Weapon
- Short Sword: +33 vs. AC; 4d6 + 17 damage.
Hand Crossbow: Ranged 10/20; +32 vs. AC; 4d6 + 17 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage, and the target
takes ongoing 5 damage and is slowed (save ends both).
- ○ 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 +25, Thievery +25
Str 15 (+15); Dex 25 (+20); Wis 13 (+14);
Con 16 (+16); Int 12 (+14); Cha 21 (+18)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Gnoll Fey-Pact Warlock [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +15; low-light
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 40; Fortitude 36, Reflex 39, Will 40
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +29 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 2d6 + 16 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; +29 vs. Fortitude; 3d8 + 16 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] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +29 vs. Will; 4d10 + 16 psychic damage. Until the end of the encounter, every time the gnoll warlock takes damage,
the gnoll warlock makes a +29 vs. Will attack against the target; if the attack hits, the gnoll warlock takes half damage
and the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the gnoll warlock is adjacent
to the target, the images of the gnoll warlock both begin to flow together, such that anyone who attacks one has a 50% chance
of accidentally hitting the other instead.
- ○ 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 +23, Bluff +24
Str 12 (+14); Dex 15 (+15); Wis 14 (+15);
Con 17 (+16); Int 21 (+18); Cha 23 (+19)
Equipment leather armor, spear
-1 Level / +1 Level
Gnoll Infernal-Pact Warlock [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +14; low-light
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 40; Fortitude 40, Reflex 39, Will 36
Speed 7
- ● [m] Mace (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +30 vs. Reflex; 2d6 + 17 fire damage. If the gnoll warlock takes damage before the end of the gnoll warlock’s next
turn, the target takes an extra 2d6 + 17 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +30 vs. Reflex; 4d8 + 17 damage, and the target is pushed 8 squares.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +30 vs. Reflex; 5d10 + 17 damage, and the target is entombed (save ends). An entombed target is immobilized and
lacks line of sight and line of effect to any space other than its own. All creatures other than the gnoll warlock cannot
gain line of sight or line of effect to the target. Miss: Half damage, and the target is immobilized (save ends).
- ○ 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.
- □ 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 26 temporary hit points.
- Blood Fury
- The gnoll warlock gains a +4 bonus to damage rolls while bloodied.
Skills Arcana +23, Intimidate +22
Str 12 (+14); Dex 16 (+16); Wis 13 (+14);
Con 25 (+20); Int 21 (+18); Cha 15 (+15)
Equipment leather armor, mace
-1 Level / +1 Level
Gnoll Star-Pact Warlock [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +14; low-light
HP 241; Bloodied 120
Healing Surges (+60 hp) ○○○
AC 38; Fortitude 40, Reflex 37, Will 39
Speed 7
- ● [m] Sickle (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +30 vs. Reflex; 2d10 + 17 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +30 vs. Fortitude; 2d6 + 17 radiant damage. If the target moves nearer to the gnoll warlock on its next turn, it
takes an extra 2d6 + 17 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +28 vs. Will; 4d10 + 15 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] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +30 vs. Will; 5d10 + 17 fire and psychic damage, and the target is stunned until the end of the gnoll warlock’s
next turn. Miss: Half damage, and the target is dazed until the end of the gnoll warlock’s next turn.
- ○ 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 +20, Insight +19
Str 12 (+14); Dex 16 (+16); Wis 13 (+14);
Con 25 (+20); Int 15 (+15); Cha 21 (+18)
Equipment leather armor, sickle
-1 Level / +1 Level
Gnoll Inspiring Warlord [Level 26 Soldier (Leader)]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +14; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 39; Fortitude 40, Reflex 35, Will 39
Speed 6
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +31 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
- +31 vs. AC; 3d10 + 16 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] White Raven’s Call (standard) ✦ Weapon
- +31 vs. AC; 6d10 + 16 damage, and the gnoll warlord and all of the gnoll warlord’s allies within 10 squares of the gnoll warlord
makes saving throws against any single effect that a save can end. Miss: Each of the gnoll warlord’s allies within
10 squares of the gnoll warlord makes a saving throw against any effect that the target caused and that a save can end.
- ○ 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 6d6 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 18 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 +19, History +20
Str 23 (+19); Dex 15 (+15); Wis 12 (+14);
Con 16 (+16); Int 15 (+15); Cha 21 (+18)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Gnoll Tactical Warlord [Level 26 Soldier (Leader)]
Medium natural humanoid [XP 9000]
Initiative +17; Senses Perception +14; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 40, Reflex 39, Will 36
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 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
- +32 vs. AC; 1d8 + 16 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.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +31 vs. AC; 6d6 + 16 damage. Until the end of the encounter, the gnoll warlord’s allies add +5 to attack rolls
and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against
the target as a free action, with a +5 bonus to the attack roll and the damage.
- ○ 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 6d6 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 +19, History +23
Str 23 (+19); Dex 15 (+15); Wis 12 (+14);
Con 16 (+16); Int 21 (+18); Cha 15 (+15)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Gnoll Control Wizard [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +18; low-light
HP 178; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 40
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +29 vs. Fortitude; 2d6 + 16 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; +29 vs. Fortitude; 4d6 + 16 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] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +29 vs. Reflex; 4d6 + 16 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature
in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save
ends).
- ○ 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 +24, Insight +23
Str 12 (+14); Dex 17 (+16); Wis 21 (+18);
Con 16 (+16); Int 23 (+19); Cha 13 (+14)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Gnoll War Wizard [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +19; Senses Perception +15; low-light
HP 178; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 37
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +29 vs. Reflex; 2d6 + 16 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +29 vs. Reflex; 4d6 + 16 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: +29
vs. Reflex; 2d6 + 16 lightning damage. Tertiary Attack: +29 vs. Reflex; 1d6 + 16 lightning damage.
- □ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +29 vs. Fortitude, Reflex, Will. The gnoll wizard makes only one attack per target, but compare
that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 3d6 + 16 poison
damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 16 fire damage, and ongoing 15 fire damage
(save ends).
Will: The target is stunned (save ends).
A target might be subject to any, all, or none
of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect
separately.
- ○ Ferocious Charge (standard)
- The gnoll wizard charges and deals an extra 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 +24, History +24
Str 12 (+14); Dex 23 (+19); Wis 15 (+15);
Con 16 (+16); Int 23 (+19); Cha 13 (+14)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Gnoll Isolating Avenger [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +19; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 40
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +27 vs. AC; 2d6 + 12 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 16 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
- +32 vs. AC; 3d10 + 16 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.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +32 vs. Fortitude; 6d10 + 16 damage, and the target takes 10 damage at the start of its turn if the gnoll avenger is within
5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the gnoll
avenger is within 5 squares of it (save ends).
- ○ 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 +20, Religion +23
Str 15 (+15); Dex 15 (+15); Wis 23 (+19);
Con 16 (+16); Int 21 (+18); Cha 12 (+14)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Gnoll Pursuing Avenger [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +19; Senses Perception +19; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 37, Reflex 40, Will 40
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 12 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +31 vs. AC; 2d8 + 16 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +32 vs. AC; 2d10 + 16 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
- +32 vs. AC; 4d10 + 16 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.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +29 vs. Will; 6d8 + 16 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond
of destiny (save ends). Until the bond ends, the gnoll avenger can teleport to a space adjacent to the target as a minor action.
The gnoll avenger doesn’t need line of sight to the destination space. Aftereffect: The gnoll avenger can teleport
to a space adjacent to the target as a free action once. The gnoll avenger doesn’t need line of sight to the destination space.
- ○ 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 +19, Stealth +24
Str 15 (+15); Dex 23 (+19); Wis 23 (+19);
Con 16 (+16); Int 13 (+14); Cha 12 (+14)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Gnoll Rageblood Barbarian [Level 26 Brute]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +19; low-light
HP 293; Bloodied 146
Healing Surges (+73 hp) ○○○
AC 42; Fortitude 41, Reflex 39, Will 35
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+31 vs. AC; 2d12 + 3d8 + 16 damage (crit 64 + 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
- +31 vs. AC; 4d12 + 22 damage (crit 70 + 3d12), and the target cannot regain hit points until the start of the gnoll barbarian’s
next turn.
- □ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +31 vs. AC; 7d12 + 16 damage (crit 100 + 3d12), and the target is pushed 6 squares. Miss: Half damage, and the target
is pushed 1 square. Hit or Miss: The gnoll barbarian enters the rage of the ash hammer. Until the rage ends, whenever
the gnoll barbarian hits with an attack, the gnoll barbarian gains 12 temporary hit points. If that attack already grants
temporary hit points to the gnoll barbarian, add +2 to the number of temporary hit points the gnoll barbarian gains.
- ○ 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 19 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 +23, Perception +19
Str 23 (+19); Dex 16 (+16); Wis 13 (+14);
Con 23 (+19); Int 12 (+14); Cha 15 (+15)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Thaneborn Barbarian [Level 26 Brute]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +19; low-light
HP 287; Bloodied 143
Healing Surges (+71 hp) ○○○
AC 42; Fortitude 41, Reflex 39, Will 38
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+31 vs. AC; 2d12 + 3d6 + 16 damage (crit 58 + 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
- +31 vs. AC; 5d12 + 16 damage (crit 76 + 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] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +31 vs. AC; 7d12 + 16 thunder damage (crit 100 + 3d12), and the gnoll barbarian knocks the target prone. Miss: Half
damage. Hit or Miss: The gnoll barbarian enters the rage of the stone tempest. Until the rage ends, the gnoll barbarian
can score a critical hit on a roll of 18–20.
- ○ 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 +23, Perception +19
Str 23 (+19); Dex 16 (+16); Wis 13 (+14);
Con 17 (+16); Int 12 (+14); Cha 21 (+18)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Cunning Bard [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +19; low-light
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 36, Reflex 40, Will 40
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 12 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 2d6 + 16 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; +29 vs. Reflex; 3d8 + 16 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.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +29 vs. Will; the gnoll bard slides the target 5 squares, the target makes a basic attack
as a free action against a creature of the gnoll bard’s choice, and the target is then stunned until the end of the gnoll
bard’s next turn. Miss: The target is dazed until the end of the gnoll bard’s next turn.
- ○ 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 5d6 + 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 +23, Bluff +24
Str 14 (+15); Dex 15 (+15); Wis 12 (+14);
Con 17 (+16); Int 21 (+18); Cha 23 (+19)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Gnoll Valorous Bard [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +15; Senses Perception +19; low-light
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 40; Fortitude 39, Reflex 37, Will 40
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 12 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 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
- +32 vs. AC; 3d8 + 16 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.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 3d10 + 16 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10
squares of the gnoll bard. The target deals half damage to any of the gnoll bard’s allies except the chosen ally (save ends).
In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
- ○ 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 5d6 + 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 +20, Athletics +19
Str 14 (+15); Dex 15 (+15); Wis 12 (+14);
Con 23 (+19); Int 15 (+15); Cha 23 (+19)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Gnoll Guardian Druid [Level 26 Controller]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +19; low-light
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 42; Fortitude 39, Reflex 37, Will 40
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +27 vs. AC; 4d4 + 12 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +29 vs. Reflex; 2d8 + 16 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; +29 vs. Fortitude; 2d6 + 10 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +29 vs. Reflex; 2d6 + 16 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] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +29 vs. Fortitude; 4d6 + 16 fire and lightning damage, and the primary target is
knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the
end of the gnoll druid’s next turn. While the zone persists, the gnoll druid can make the following secondary attack, using
a square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +29 vs. Reflex; the target
cannot stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor: The
zone persists.
- ○ 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 +24, Nature +24
Str 14 (+15); Dex 17 (+16); Wis 23 (+19);
Con 23 (+19); Int 13 (+14); Cha 12 (+14)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Predator Druid [Level 26 Controller]
Medium natural humanoid [XP 9000]
Initiative +19; Senses Perception +24; low-light
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 42; Fortitude 36, Reflex 40, Will 40
Speed 8
- ● [m] Scythe (standard) ✦ Weapon
- +27 vs. AC; 4d4 + 12 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +29 vs. Reflex; 2d8 + 16 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; +29 vs. Reflex; 2d6 + 10 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; +29 vs. Will; 2d8 + 16 psychic damage, and the target is knocked prone and deafened until
the end of the gnoll druid’s next turn.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +29 vs. Reflex; 6d6 + 16 damage. If the attack hits at least once, the gnoll druid
shifts 6 squares. Hit or Miss: Until the end of the encounter, while the gnoll druid is in beast form the gnoll druid
can make a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the gnoll druid.
- ○ 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 +24, Perception +24
Str 14 (+15); Dex 23 (+19); Wis 23 (+19);
Con 17 (+16); Int 13 (+14); Cha 12 (+14)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Preserving Invoker [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +19; low-light
HP 179; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 41; Fortitude 37, Reflex 39, Will 40
Speed 7
- ● [m] Morningstar (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +29 vs. Reflex; 2d8 + 16 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; +29 vs. Will; 5d6 + 16 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.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +29 vs. Will; 6d6 + 16 radiant damage. Miss: Half damage. Hit or Miss: Each
ally in the burst can spend a healing surge.
- ○ 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 +23, Religion +23
Str 12 (+14); Dex 16 (+16); Wis 23 (+19);
Con 17 (+16); Int 21 (+18); Cha 13 (+14)
Equipment hide armor, morningstar
-1 Level / +1 Level
Gnoll Wrathful Invoker [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +19; low-light
HP 185; Bloodied 92
Healing Surges (+46 hp) ○○○
AC 39; Fortitude 40, Reflex 37, Will 40
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +29 vs. Fortitude; 2d10 + 16 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; +29 vs. Reflex; 2d6 + 16 fire damage, and if the target moves before the end of the gnoll invoker’s
next turn, it takes 16 fire damage.
- □ [A] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +29 vs. Fortitude; 4d8 + 16 damage, and the target is dazed and takes 10 extra damage whenever it
is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
- ○ 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 +23, Religion +20
Str 12 (+14); Dex 16 (+16); Wis 23 (+19);
Con 23 (+19); Int 15 (+15); Cha 13 (+14)
Equipment chainmail, morningstar
-1 Level / +1 Level
Gnoll Bear Shaman [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +24; low-light
HP 239; Bloodied 119
Healing Surges (+59 hp) ○○○
AC 38; Fortitude 40, Reflex 36, Will 40
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +26 vs. AC; 2d10 + 11 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +29 vs. Will; 2d8 + 16 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; +29 vs. Reflex; 2d10 + 16 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.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +29 vs. Reflex; 3d6 + 16 lightning damage, and the gnoll shaman teleports the target 10 squares.
Miss: Half damage, and the gnoll shaman teleports the target 5 squares. Hit or Miss: The gnoll shaman teleports
each ally in the blast 10 squares.
- ○ 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 23 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 18 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 6d6 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; +29 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 +24, Perception +24
Str 13 (+14); Dex 16 (+16); Wis 23 (+19);
Con 23 (+19); Int 15 (+15); Cha 12 (+14)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Panther Shaman [Level 26 Controller (Leader)]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +24; low-light
HP 233; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 40; Fortitude 37, Reflex 38, Will 40
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +26 vs. AC; 2d10 + 11 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +29 vs. Fortitude; 2d10 + 16 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; +29 vs. Fortitude; 4d6 + 16 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] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +29 vs. Will; 3d10 + 16 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest
to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect:
The enemy nearest to the target is dazed and slowed (save ends both).
- ○ 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 23 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 18 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 6d6 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; +29 vs. Reflex; 2d10 + 16 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 +24, Perception +24
Str 13 (+14); Dex 16 (+16); Wis 23 (+19);
Con 17 (+16); Int 21 (+18); Cha 12 (+14)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Chaos Sorcerer [Level 26 Artillery]
Medium natural humanoid [XP 9000]
Initiative +19; Senses Perception +14; low-light
HP 178; Bloodied 89
Healing Surges (+44 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 41
Speed 7
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +32 vs. AC; 2d4 + 16 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +29 vs. Will; 2d10 + 26 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:
+29 vs. Will; 1d6 + 20 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; +29 vs. Fortitude; 4d6 + 26 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 + 20
cold damage.
- □ [R] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +29 vs. Will; 4d12 + 26 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or
a ranged attack, the gnoll sorcerer can make a secondary attack against the target if it is within 10 squares of the gnoll
sorcerer (save ends): +29 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise,
its attack is unaffected by this secondary attack. If the gnoll sorcerer rolled an even number on the secondary attack roll,
the gnoll sorcerer chooses the creature that the target attacks.
- ○ 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 +19, Bluff +24
Str 15 (+15); Dex 23 (+19); Wis 12 (+14);
Con 16 (+16); Int 13 (+14); Cha 23 (+19)
Equipment cloth armor, dagger
-1 Level / +1 Level
Gnoll Dragon Sorcerer [Level 26 Skirmisher]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +14; low-light
HP 232; Bloodied 116
Healing Surges (+58 hp) ○○○
AC 38; Fortitude 38, Reflex 36, Will 41
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +29 vs. Reflex; 2d8 + 25 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; +29 vs. Reflex; 5d6 + 25 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.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +29 vs. Reflex; 7d6 + 25 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The
attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter,
once during each of the gnoll sorcerer’s turns, the gnoll sorcerer can slide one enemy within 3 squares of the gnoll sorcerer
2 squares as a free action.
- ○ 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 +19, Athletics +23
Str 21 (+18); Dex 17 (+16); Wis 12 (+14);
Con 16 (+16); Int 13 (+14); Cha 23 (+19)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Gnoll Earth Warden [Level 26 Brute]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +20; low-light
HP 293; Bloodied 146
Healing Surges (+73 hp) ○○○
AC 44; Fortitude 40, Reflex 38, Will 36
Speed 7
- ● [m] Battleaxe (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +31 vs. AC; 2d10 + 16 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; +31 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: +33 vs. AC; 3d10
+ 16 damage. Special: If either attack hits, the target is also slowed until the start 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.
- □ Form of the Jungle Lord (minor) ✦ Polymorph
- The gnoll warden assumes the guardian form of the jungle lord until the end of the encounter. While the gnoll warden is in
this form, the gnoll warden gains a climb speed equal to the gnoll warden’s speed and a +2 bonus to Reflex. In addition, whenever
the gnoll warden hits a target with a melee attack, the gnoll warden slides the target 2 squares. If that attack already pulls,
pushes, or slides the target, the gnoll warden slides the target 2 squares after that forced movement. Once during this encounter,
the gnoll warden can make the following attack while the gnoll warden is in this form as a standard action.
Secondary
Attack: +31 vs. AC; 4d10 + 16 damage, and the gnoll warden slides the target 1 square. Miss: Half damage.
- ● [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 +21, Perception +20
Str 23 (+19); Dex 16 (+16); Wis 15 (+15);
Con 23 (+19); Int 12 (+14); Cha 13 (+14)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Gnoll Wild Warden [Level 26 Brute]
Medium natural humanoid [XP 9000]
Initiative +16; Senses Perception +23; low-light
HP 287; Bloodied 143
Healing Surges (+71 hp) ○○○
AC 41; Fortitude 40, Reflex 36, Will 39
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +31 vs. AC; 2d6 + 16 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +31 vs. AC; 2d12 + 16 damage (crit 40 + 3d12), and the target is slowed until the end of the gnoll warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +31 vs. AC; 3d12 + 16 damage (crit 52 + 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.
- ○ 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.
- □ Form of the Blood Wolf (minor) ✦ Polymorph
- The gnoll warden assumes the guardian form of the blood wolf until the end of the encounter. While the gnoll warden is in
this form, the gnoll warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied targets.
In addition, if the gnoll warden has combat advantage against a target that the gnoll warden hits with a melee attack, the
gnoll warden can knock that target prone. Once during this encounter, the gnoll warden can make the following attack while
the gnoll warden is in this form as a standard action.
Secondary Attack: +31 vs. AC; 5d12 + 16 damage (crit
76 + 3d12), and the target grants combat advantage to the gnoll warden (save ends). Miss: Half damage, and the target
grants combat advantage to the gnoll warden until the end of the gnoll warden’s next turn.
- ● [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; +31 vs. Fortitude; 2d12 + 16 damage (crit 40 + 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 +23, Perception +23
Str 23 (+19); Dex 16 (+16); Wis 21 (+18);
Con 17 (+16); Int 12 (+14); Cha 13 (+14)
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.