Gnoll NPCs [Level 28]
Gnoll Battle Cleric [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +20; low-light
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 40; Fortitude 41, Reflex 36, Will 42
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +33 vs. AC; 2d10 + 17 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +33 vs. AC; 2d10 + 17 damage, and one ally within 5 squares gains a +7 power bonus to melee attack rolls against the target
until the end of the gnoll cleric’s next turn.
- ○ [M] Punishing Strike (standard) ✦ Weapon
- +37 vs. AC; 4d10 + 17 damage.
- □ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +33 vs. AC; 6d10 + 17 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 +25, Religion +20
Str 24 (+21); Dex 15 (+16); Wis 22 (+20);
Con 16 (+17); Int 12 (+15); Cha 15 (+16)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Devoted Cleric [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +21; low-light
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 40; Fortitude 37, Reflex 36, Will 43
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +28 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 12 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +31 vs. Reflex; 2d8 + 17 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] Sunburst (standard) ✦ Healing, Radiant
- Area burst 2 within 10; targets enemies; +31 vs. Will; 3d8 + 17 radiant damage. Hit or Miss: The gnoll cleric and each
ally in the burst regain 16 hit points and make a saving throw.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +31 vs. Fortitude; 4d10 + 17 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 +26, Religion +20
Str 15 (+16); Dex 15 (+16); Wis 24 (+21);
Con 16 (+17); Int 12 (+15); Cha 22 (+20)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Gnoll Greatweapon Fighter [Level 28 Soldier]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +16; low-light
HP 256; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 41; Fortitude 43, Reflex 37, Will 36
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +33 vs. AC; 2d12 + 17 damage (crit 41 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +33 vs. AC; 2d12 + 17 damage (crit 41 + 3d12). Miss: 7 damage.
- ○ [M] Adamantine Strike (standard) ✦ Weapon
- +33 vs. Reflex; 4d12 + 17 damage (crit 65 + 3d12), and the target takes a –2 penalty to AC until the end of the gnoll fighter’s
next turn.
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +33 vs. AC; 6d12 + 17 damage (crit 89 + 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 +26, Intimidate +22
Str 24 (+21); Dex 17 (+17); Wis 14 (+16);
Con 24 (+21); Int 12 (+15); Cha 13 (+15)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Gnoll Guardian Fighter [Level 28 Soldier]
Medium natural humanoid [XP 13000]
Initiative +21; Senses Perception +16; low-light
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 43; Fortitude 43, Reflex 43, Will 36
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+34 vs. AC; 2d8 + 17 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] Diamond Shield Defense (standard) ✦ Weapon
- Must be using a shield.
+34 vs. AC; 4d8 + 17 damage, and the gnoll fighter takes half damage from the target’s attacks until the end of the gnoll
fighter’s next turn. Hit or Miss: The gnoll fighter gains a +2 power bonus to AC until the end of the gnoll fighter’s
next turn.
- ○ 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 +7 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 +21, Intimidate +22
Str 24 (+21); Dex 24 (+21); Wis 14 (+16);
Con 17 (+17); Int 12 (+15); Cha 13 (+15)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Avenging Paladin [Level 28 Soldier]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +16; low-light
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 42; Fortitude 42, Reflex 37, Will 41
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +34 vs. AC; 2d10 + 17 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +34 vs. AC; 2d10 + 17 radiant damage. If the gnoll paladin has marked the target, the gnoll paladin gains a +2 bonus to the
damage roll.
- ○ [M] Stunning Smite (standard) ✦ Weapon
- +34 vs. Will; 2d10 + 17 damage, the target is stunned until the end of the gnoll paladin’s next turn, and make a secondary
attack against each enemy other than the primary target adjacent to the gnoll paladin. Secondary Attack: +34 vs. Will;
1d10 + 17 damage, and the target is stunned until the end of the gnoll paladin’s next turn.
- □ [M] Exalted Retribution (standard) ✦ Weapon
- +34 vs. AC; 4d10 + 17 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 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.
- □ 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 +27, Religion +20
Str 24 (+21); Dex 15 (+16); Wis 15 (+16);
Con 16 (+17); Int 12 (+15); Cha 22 (+20)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Gnoll Protecting Paladin [Level 28 Soldier]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +16; low-light
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 41, Reflex 39, Will 42
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +33 vs. AC; 2d8 + 16 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +32 vs. AC; 2d6 + 16 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage, and the gnoll paladin gains 2 temporary hit points.
- ○ [M] Brand of Judgment (standard) ✦ Radiant
- +31 vs. Will; 4d8 + 17 radiant damage. If the target makes an attack on its next turn, it takes half damage from its own attack
whether it hits or misses.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +31 vs. Will; 6d6 + 17 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 16 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 +28, Religion +20
Str 22 (+20); Dex 15 (+16); Wis 15 (+16);
Con 16 (+17); Int 12 (+15); Cha 24 (+21)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Gnoll Archer Ranger [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +22; Senses Perception +21; low-light
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 45; Fortitude 41, Reflex 43, Will 36
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +33 vs. AC; 2d8 + 16 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +33 vs. AC; 2d6 + 16 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +34 vs. AC; 2d10 + 18 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +33/+33 vs. AC; 2d8 + 10 damage (main)/2d6 + 10
damage (off-hand).
Longbow: Ranged 20/40; +34 vs. AC (twice); 2d10 + 10 damage.
- ○ [R] Hail of Arrows (standard) ✦ Weapon
- Ranged 20/40; targets each enemy in range; +34 vs. AC; 1d10 + 18 damage.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +34 vs. AC; 3d10 + 18 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 +21, Stealth +26
Str 22 (+20); Dex 26 (+22); Wis 15 (+16);
Con 16 (+17); Int 12 (+15); Cha 13 (+15)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Gnoll Two-Blade Ranger [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +21; Senses Perception +21; low-light
HP 263; Bloodied 131
Healing Surges (+65 hp) ○○○
AC 44; Fortitude 42, Reflex 42, Will 36
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +33 vs. AC; 2d10 + 17 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +34/+34 vs. AC; 2d8 + 10 damage (main)/2d8 + 10 damage
(off-hand).
Longbow: Ranged 20/40; +33 vs. AC (twice); 2d10 + 10 damage.
- ○ [C] Wandering Tornado (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +34 vs. AC; 1d8 + 17 damage. Hit or Miss: The gnoll ranger can shift 3 squares,
and make another close burst 1 attack (as above).
- □ [M/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Longsword/Longsword: +34/+34 vs. AC; 2d8 + 17 damage (main)/2d8 + 17 damage (off-hand).
Longbow: Ranged 20/40; +33 vs. AC (twice); 2d10 + 17 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 +21, Perception +21
Str 24 (+21); Dex 24 (+21); Wis 15 (+16);
Con 16 (+17); Int 12 (+15); Cha 13 (+15)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Gnoll Brawny Rogue [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +22; Senses Perception +15; low-light
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 40, Reflex 44, Will 36
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +33 vs. AC; 2d6 + 16 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +35 vs. AC; 2d6 + 18 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +35 vs. Reflex; 2d6 + 18 damage.
- ○ [M] Hurricane of Blood (standard) ✦ Weapon
- +35 vs. AC; 5d6 + 18 damage.
- □ [M] Ghost on the Wind (standard) ✦ Weapon
- +35 vs. Will; 6d6 + 18 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.
- 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 +27, Thievery +27
Str 22 (+20); Dex 26 (+22); Wis 13 (+15);
Con 16 (+17); Int 12 (+15); Cha 15 (+16)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Gnoll Trickster Rogue [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +22; Senses Perception +20; low-light
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 37, Reflex 44, Will 40
Speed 7
- ● [m] Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 12 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +35 vs. AC; 2d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +34 vs. AC; 2d6 + 18 damage.
The gnoll rogue can move 2 squares before the attack.
- ○ [C] Dance of Death (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +35 vs. AC; 3d6 + 18 damage. If the target makes a melee attack against the gnoll
rogue before the end of the gnoll rogue’s next turn, the gnoll rogue can make it attack another creature of the gnoll rogue’s
choice instead, including itself.
- □ [M/R] Hamstring (standard) ✦ Weapon
- Short Sword: +35 vs. AC; 4d6 + 18 damage.
Hand Crossbow: Ranged 10/20; +34 vs. AC; 4d6 + 18 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 +27, Thievery +27
Str 15 (+16); Dex 26 (+22); Wis 13 (+15);
Con 16 (+17); Int 12 (+15); Cha 22 (+20)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Gnoll Fey-Pact Warlock [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +16; low-light
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 42; Fortitude 37, Reflex 41, Will 42
Speed 7
- ● [m] Spear (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +31 vs. Reflex; 2d10 + 17 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +31 vs. Will; 2d6 + 17 psychic damage, and the gnoll warlock is invisible to the target until the start of the
gnoll warlock’s next turn.
- ○ [R] Curse of the Fey King (standard)
- Ranged 10; +31 vs. Will; 3d10 + 17 damage. In addition, the first time the target rolls a d20 on its next turn, the gnoll
warlock can steal that result. The target rerolls, and the gnoll warlock uses the stolen result for the gnoll warlock’s next
d20 roll. The gnoll warlock gains a +6 bonus to the stolen result.
- □ [R] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +31 vs. Will; 4d10 + 17 psychic damage. Until the end of the encounter, every time the gnoll warlock takes damage,
the gnoll warlock makes a +31 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 +25, Bluff +26
Str 12 (+15); Dex 15 (+16); Wis 14 (+16);
Con 17 (+17); Int 22 (+20); Cha 24 (+21)
Equipment leather armor, spear
-1 Level / +1 Level
Gnoll Infernal-Pact Warlock [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +15; low-light
HP 258; Bloodied 129
Healing Surges (+64 hp) ○○○
AC 42; Fortitude 42, Reflex 41, Will 37
Speed 7
- ● [m] Mace (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +32 vs. Reflex; 2d10 + 18 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +32 vs. Reflex; 2d6 + 18 fire damage. If the gnoll warlock takes damage before the end of the gnoll warlock’s next
turn, the target takes an extra 2d6 + 18 fire damage.
- ○ [R] Hellfire Curse (standard) ✦ Fire
- Ranged 10; +32 vs. Fortitude; 5d10 + 24 fire damage.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +32 vs. Reflex; 5d10 + 18 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 28 temporary hit points.
- Blood Fury
- The gnoll warlock gains a +4 bonus to damage rolls while bloodied.
Skills Arcana +25, Intimidate +23
Str 12 (+15); Dex 16 (+17); Wis 13 (+15);
Con 26 (+22); Int 22 (+20); Cha 15 (+16)
Equipment leather armor, mace
-1 Level / +1 Level
Gnoll Star-Pact Warlock [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +15; low-light
HP 258; Bloodied 129
Healing Surges (+64 hp) ○○○
AC 39; Fortitude 42, Reflex 38, Will 41
Speed 7
- ● [m] Sickle (standard) ✦ Weapon
- +27 vs. AC; 2d6 + 11 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +32 vs. Reflex; 2d10 + 18 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +32 vs. Fortitude; 2d6 + 18 radiant damage. If the target moves nearer to the gnoll warlock on its next turn, it
takes an extra 2d6 + 18 damage.
- ○ [R] Banish to the Void (standard) ✦ Fear, Teleportation
- Ranged 10; +32 vs. Will; 2d10 + 18 damage. The target disappears into a starry realm. At the start of its next turn, the target
reappears in its original space. If that space is occupied, the target returns to the nearest unoccupied space (its choice).
The target makes a melee basic attack against the nearest creature on its next turn. Until the end of the gnoll warlock’s
next turn, all creatures treat the target as an enemy with respect to provoking opportunity attacks, and the target must take
every opportunity attack possible. The target gains a +2 power bonus to attack rolls. This bonus applies only to attack rolls
it makes due to this power.
- □ [R] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +32 vs. Will; 5d10 + 18 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 +21, Insight +20
Str 12 (+15); Dex 16 (+17); Wis 13 (+15);
Con 26 (+22); Int 15 (+16); Cha 22 (+20)
Equipment leather armor, sickle
-1 Level / +1 Level
Gnoll Inspiring Warlord [Level 28 Soldier (Leader)]
Medium natural humanoid [XP 13000]
Initiative +18; Senses Perception +15; low-light
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 40; Fortitude 42, Reflex 36, Will 41
Speed 6
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +33 vs. AC; 2d10 + 17 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +33 vs. Fortitude; 7 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 +6 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] Devastating Charge (standard) ✦ Weapon
- Must charge as part of this attack.
+33 vs. AC; 4d10 + 17 damage, and until the end of the gnoll warlord’s next turn, any ally who has line of sight to the gnoll
warlord gains a +6 bonus to damage rolls when he or she makes a melee basic attack as part of a charge.
- □ [M] White Raven’s Call (standard) ✦ Weapon
- +33 vs. AC; 6d10 + 17 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 + 6. Until
the target loses as many temporary hit points as he or she gained from this power, the target adds +6 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 20 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 +20, History +21
Str 24 (+21); Dex 15 (+16); Wis 12 (+15);
Con 16 (+17); Int 15 (+16); Cha 22 (+20)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Gnoll Tactical Warlord [Level 28 Soldier (Leader)]
Medium natural humanoid [XP 13000]
Initiative +18; Senses Perception +15; low-light
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 42, Reflex 41, Will 37
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 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.
- ○ [C] Chimera Battlestrike (standard) ✦ Weapon
- Close burst 1; targets visible enemies; +34 vs. Reflex; 3d8 + 17 damage, and the target slides 7 squares.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +33 vs. AC; 6d6 + 17 damage. Until the end of the encounter, the gnoll warlord’s allies add +6 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 +6 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 6 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 +6 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 +20, History +25
Str 24 (+21); Dex 15 (+16); Wis 12 (+15);
Con 16 (+17); Int 22 (+20); Cha 15 (+16)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Gnoll Control Wizard [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +20; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 41; Fortitude 37, Reflex 41, Will 42
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 11 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +31 vs. Fortitude; 2d6 + 17 cold damage, and the target is slowed until the end of the gnoll wizard’s next turn.
- ○ [R] Confusion (standard) ✦ Charm, Psychic
- Ranged 20; +31 vs. Will; 3d10 + 17 psychic damage. On the target’s next turn, the gnoll wizard controls its actions. The gnoll
wizard can move it 6 squares, and it then makes a basic attack against its nearest ally.
- □ [A] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +31 vs. Reflex; 4d6 + 17 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 -6 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 +26, Insight +25
Str 12 (+15); Dex 17 (+17); Wis 22 (+20);
Con 16 (+17); Int 24 (+21); Cha 13 (+15)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Gnoll War Wizard [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +21; Senses Perception +16; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 41; Fortitude 37, Reflex 41, Will 38
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +27 vs. AC; 2d8 + 11 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +31 vs. Reflex; 2d6 + 17 fire damage.
- ○ [C] Black Fire (standard) ✦ Fire, Necrotic
- Close blast 5; targets enemies; +31 vs. Reflex; 6d6 + 17 fire and necrotic damage.
- □ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +31 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 + 17 poison
damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 17 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 +7 bonus to a single attack roll.
- Blood Fury
- The gnoll wizard gains a +4 bonus to damage rolls while bloodied.
Skills Arcana +26, History +26
Str 12 (+15); Dex 24 (+21); Wis 15 (+16);
Con 16 (+17); Int 24 (+21); Cha 13 (+15)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Gnoll Isolating Avenger [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +21; low-light
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 43; Fortitude 38, Reflex 41, Will 42
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 12 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 12 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +34 vs. AC; 2d10 + 17 damage, and the gnoll avenger shifts 1 square, sliding the target 1 square into the space the gnoll
avenger occupied.
- ○ [M] Scatter to the Astral Winds (standard) ✦ Teleportation, Weapon
- +34 vs. Will; 3d10 + 17 damage, and the gnoll avenger teleports each enemy within 5 squares of the gnoll avenger, other than
the target, 10 squares.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +34 vs. Fortitude; 6d10 + 17 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 +6 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 +21, Religion +25
Str 15 (+16); Dex 15 (+16); Wis 24 (+21);
Con 16 (+17); Int 22 (+20); Cha 12 (+15)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Gnoll Pursuing Avenger [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +21; Senses Perception +21; low-light
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 38, Reflex 42, Will 42
Speed 7
- ● [m] Greatsword (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 12 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +33 vs. AC; 2d8 + 17 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +34 vs. AC; 2d10 + 17 damage, and if the target doesn’t end its next turn adjacent to the gnoll avenger, the gnoll avenger
can shift 8 squares as a free action. The gnoll avenger must end that shift closer to the target.
- ○ [M] Inevitable End (standard) ✦ Weapon
- +41 vs. AC; 4d10 + 17 damage. Hit or Miss: If the target is still alive and not adjacent to the gnoll avenger at the
end of its next turn, the gnoll avenger regains the use of this power. The gnoll avenger can regain the use of this power
in this manner once per encounter.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +31 vs. Will; 6d8 + 17 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 +13 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 +20, Stealth +26
Str 15 (+16); Dex 24 (+21); Wis 24 (+21);
Con 16 (+17); Int 13 (+15); Cha 12 (+15)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Gnoll Rageblood Barbarian [Level 28 Brute]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +20; low-light
HP 314; Bloodied 157
Healing Surges (+78 hp) ○○○
AC 43; Fortitude 43, Reflex 40, Will 36
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +33 vs. AC; 2d12 + 17 damage (crit 41 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+33 vs. AC; 2d12 + 3d8 + 17 damage (crit 65 + 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] Blood Wrath (standard) ✦ Weapon
- The gnoll barbarian gains gains a +7 bonus to the attack roll if the target is bloodied. +33 vs. AC; 5d12 + 17 damage (crit
77 + 3d12), and the gnoll barbarian gains a +7 bonus to attack rolls until the end of the gnoll barbarian’s next turn.
- □ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +33 vs. AC; 7d12 + 17 damage (crit 101 + 3d12), and the target is pushed 7 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 21 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 17 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 +25, Perception +20
Str 24 (+21); Dex 16 (+17); Wis 13 (+15);
Con 24 (+21); Int 12 (+15); Cha 15 (+16)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Thaneborn Barbarian [Level 28 Brute]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +20; low-light
HP 307; Bloodied 153
Healing Surges (+76 hp) ○○○
AC 43; Fortitude 43, Reflex 40, Will 40
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +33 vs. AC; 2d12 + 17 damage (crit 41 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+33 vs. AC; 2d12 + 3d6 + 17 damage (crit 59 + 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] Butcher’s Feast (standard) ✦ Weapon
- +33 vs. AC; 6d12 + 17 damage (crit 89 + 3d12), and until the end of the gnoll barbarian’s next turn, the gnoll barbarian can
make a melee basic attack as a free action against any enemy adjacent to the gnoll barbarian that hits or misses the gnoll
barbarian. Until the end of the gnoll barbarian’s next turn, the gnoll barbarian also gains a +6 power bonus to basic attack
rolls.
- □ [M] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +33 vs. AC; 7d12 + 17 thunder damage (crit 101 + 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 +6 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 +25, Perception +20
Str 24 (+21); Dex 16 (+17); Wis 13 (+15);
Con 17 (+17); Int 12 (+15); Cha 22 (+20)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Gnoll Cunning Bard [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +20; low-light
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 37, Reflex 42, Will 42
Speed 7
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +31 vs. Will; 2d6 + 17 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the gnoll
bard’s next turn.
- ○ [R] Bond of Malediction (standard) ✦ Psychic
- Ranged 10; +31 vs. Reflex; 3d10 + 17 psychic damage. Choose an ally within 10 squares of the gnoll bard. Until the end of
the gnoll bard’s next turn, the target takes 16 psychic damage whenever that ally takes damage.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +31 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 + 7 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 11 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 +25, Bluff +26
Str 14 (+16); Dex 15 (+16); Wis 12 (+15);
Con 17 (+17); Int 22 (+20); Cha 24 (+21)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Gnoll Valorous Bard [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +16; Senses Perception +20; low-light
HP 256; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 41; Fortitude 41, Reflex 38, Will 42
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 12 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 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] Surge of Valor (standard) ✦ Weapon
- +34 vs. AC; 2d8 + 17 damage, and each ally within 10 squares of the gnoll bard can shift 2 squares and make a melee basic
attack as a free action, with a +7 bonus to the attack roll and the damage roll.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +31 vs. Will; 3d10 + 17 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 + 7 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 12 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 +21, Athletics +20
Str 14 (+16); Dex 15 (+16); Wis 12 (+15);
Con 24 (+21); Int 15 (+16); Cha 24 (+21)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Gnoll Guardian Druid [Level 28 Controller]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +21; low-light
HP 256; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 44; Fortitude 41, Reflex 38, Will 42
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +28 vs. AC; 4d4 + 12 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +31 vs. Reflex; 2d8 + 17 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; +31 vs. Fortitude; 2d6 + 10 cold damage, and the target slides 1 square.
- ○ [C] Polar Blast (standard) ✦ Cold
- Close blast 5; +31 vs. Reflex; 3d8 + 17 cold damage, the target gains 7 vulnerability to all damage and the target is immobilized
until the end of the gnoll druid’s next turn.
- □ [A] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +31 vs. Fortitude; 4d6 + 17 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; +31 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 7 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 +26, Nature +26
Str 14 (+16); Dex 17 (+17); Wis 24 (+21);
Con 24 (+21); Int 13 (+15); Cha 12 (+15)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Predator Druid [Level 28 Controller]
Medium natural humanoid [XP 13000]
Initiative +21; Senses Perception +26; low-light
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 44; Fortitude 37, Reflex 42, Will 42
Speed 8
- ● [m] Scythe (standard) ✦ Weapon
- +28 vs. AC; 4d4 + 12 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +31 vs. Reflex; 2d8 + 17 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; +31 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 7 fire damage.
- ○ [M] Leaping Rake (standard) ✦ Beast Form
- Before the attack, the gnoll druid shifts 8 squares. Targets each enemy within reach during the shift; +31 vs. Reflex; 1d10
+ 17 damage, and the target is dazed until the end of the gnoll druid’s next turn.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +31 vs. Reflex; 6d6 + 17 damage. If the attack hits at least once, the gnoll druid
shifts 7 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 +26, Perception +26
Str 14 (+16); Dex 24 (+21); Wis 24 (+21);
Con 17 (+17); Int 13 (+15); Cha 12 (+15)
Equipment hide armor, scythe
-1 Level / +1 Level
Gnoll Preserving Invoker [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +21; low-light
HP 191; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 43; Fortitude 38, Reflex 41, Will 42
Speed 7
- ● [m] Morningstar (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 11 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +31 vs. Reflex; 2d8 + 17 radiant damage, and the gnoll invoker slides the target 1 square. The gnoll invoker can
use this power as a ranged basic attack.
- ○ [R] Offering of Peace (standard) ✦ Radiant
- Choose one enemy within 10 squares. If the target attacks before the end of the gnoll invoker’s next turn, it takes 4d10 +
17 radiant damage damage. If the gnoll invoker or an ally attacks the target before the end of the gnoll invoker’s next turn,
the target gains 10 temporary hit points and a +5 bonus to its next attack roll. The gnoll invoker and the gnoll invoker’s
allies gain a +2 power bonus to all defenses until the end of the gnoll invoker’s next turn.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +31 vs. Will; 6d6 + 17 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 +6 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 +25, Religion +25
Str 12 (+15); Dex 16 (+17); Wis 24 (+21);
Con 17 (+17); Int 22 (+20); Cha 13 (+15)
Equipment hide armor, morningstar
-1 Level / +1 Level
Gnoll Wrathful Invoker [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +21; low-light
HP 198; Bloodied 99
Healing Surges (+49 hp) ○○○
AC 40; Fortitude 42, Reflex 38, Will 42
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +27 vs. AC; 2d10 + 11 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +31 vs. Fortitude; 2d10 + 17 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +7 radiant damage. The gnoll invoker can use this power as a ranged basic attack.
- ○ [A] Invoke Terror (standard) ✦ Fear, Psychic
- Area burst 2 within 10; +31 vs. Will; 3d8 + 17 psychic damage, and the target moves half its speed away from the gnoll invoker,
avoiding unsafe squares and difficult terrain if it can. Until the start of the gnoll invoker’s next turn, opportunity attacks
that hit the target deal +7 extra damage.
- □ [A] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +31 vs. Fortitude; 4d8 + 17 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+7 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 +25, Religion +21
Str 12 (+15); Dex 16 (+17); Wis 24 (+21);
Con 24 (+21); Int 15 (+16); Cha 13 (+15)
Equipment chainmail, morningstar
-1 Level / +1 Level
Gnoll Bear Shaman [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +26; low-light
HP 256; Bloodied 128
Healing Surges (+64 hp) ○○○
AC 39; Fortitude 42, Reflex 37, Will 42
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +27 vs. AC; 2d10 + 11 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +31 vs. Will; 2d8 + 17 damage, and each ally adjacent to the gnoll shaman’s spirit companion gains 7 temporary
hit points.
- ○ [M] Call to the Cleansing Fire (standard) ✦ Fire, Radiant, Spirit
- Spirit melee 1; +31 vs. Reflex; 4d8 + 17 fire and radiant damage. Until the end of the gnoll shaman’s next turn, each ally
gains a +10 bonus to saving throws while adjacent to the gnoll shaman’s spirit companion.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +31 vs. Reflex; 3d6 + 17 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 24 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 19 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; +31 vs. Reflex; 7 damage. Hit or Miss: One ally within 5 squares of the gnoll shaman’s spirit
companion regains 7 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 7 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 +26, Perception +26
Str 13 (+15); Dex 16 (+17); Wis 24 (+21);
Con 24 (+21); Int 15 (+16); Cha 12 (+15)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Panther Shaman [Level 28 Controller (Leader)]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +26; low-light
HP 249; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 42; Fortitude 38, Reflex 40, Will 42
Speed 7
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +27 vs. AC; 2d10 + 11 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +31 vs. Fortitude; 2d10 + 17 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 +3 bonus to the attack roll.
- ○ [R] Blood Reaper Spirits (standard)
- Ranged 10; +31 vs. Fortitude; 4d6 + 17 damage. Until the end of the gnoll shaman’s next turn, any ally gains a +8 bonus to
damage rolls while adjacent to the gnoll shaman’s spirit companion. Make the attack two more times against the same target
or different ones. The bonus to the gnoll shaman’s allies’ damage rolls increases to +10 if the attack hits twice and +12
if it hits three times.
- □ [R] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +31 vs. Will; 3d10 + 17 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 24 damage to the spirit, the spirit disappears,
and the gnoll shaman takes 19 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; +31 vs. Reflex; 2d10 + 17 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 +6 bonus to damage rolls against bloodied enemies.
Skills Nature +26, Perception +26
Str 13 (+15); Dex 16 (+17); Wis 24 (+21);
Con 17 (+17); Int 22 (+20); Cha 12 (+15)
Equipment leather armor, longspear
-1 Level / +1 Level
Gnoll Chaos Sorcerer [Level 28 Artillery]
Medium natural humanoid [XP 13000]
Initiative +21; Senses Perception +15; low-light
HP 190; Bloodied 95
Healing Surges (+47 hp) ○○○
AC 41; Fortitude 37, Reflex 41, Will 43
Speed 7
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +34 vs. AC; 2d4 + 17 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +31 vs. Will; 2d10 + 28 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:
+31 vs. Will; 1d6 + 21 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] Wildfire Curse (standard) ✦ Fire
- Ranged 10; +31 vs. Reflex; 4d6 + 28 fire damage. Make a secondary attack against one creature within 5 squares of the target
last hit by this power. Secondary Attack: +31 vs. Reflex; 4d6 + 28 fire damage. Repeat the secondary attack against
a creature the gnoll sorcerer has not already targeted with this power during this encounter.
- □ [R] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +31 vs. Will; 4d12 + 28 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): +31 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 +11 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 +20, Bluff +26
Str 15 (+16); Dex 24 (+21); Wis 12 (+15);
Con 16 (+17); Int 13 (+15); Cha 24 (+21)
Equipment cloth armor, dagger
-1 Level / +1 Level
Gnoll Dragon Sorcerer [Level 28 Skirmisher]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +15; low-light
HP 248; Bloodied 124
Healing Surges (+62 hp) ○○○
AC 40; Fortitude 40, Reflex 37, Will 43
Speed 7
- ● [m] Quarterstaff (standard) ✦ Weapon
- +32 vs. AC; 2d8 + 16 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +31 vs. Reflex; 2d8 + 27 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 6 fire damage.
- ○ [R] Lightning Eruption (standard) ✦ Lightning
- Ranged 10; +31 vs. Reflex; 3d12 + 27 lightning damage, and each enemy adjacent to the target takes 1d12 + 20 lightning damage.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +31 vs. Reflex; 7d6 + 27 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 +6 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 +10 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 +20, Athletics +25
Str 22 (+20); Dex 17 (+17); Wis 12 (+15);
Con 16 (+17); Int 13 (+15); Cha 24 (+21)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Gnoll Earth Warden [Level 28 Brute]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +21; low-light
HP 314; Bloodied 157
Healing Surges (+78 hp) ○○○
AC 46; Fortitude 42, Reflex 39, Will 37
Speed 7
- ● [m] Battleaxe (standard) ✦ Weapon
- +33 vs. AC; 2d10 + 17 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +33 vs. AC; 2d10 + 17 damage, and the gnoll warden gains a +1 power bonus to AC until the end of the gnoll warden’s next turn.
- ○ [M] Earth Tomb (standard) ✦ Weapon
- +33 vs. AC; 3d10 + 17 damage, and the target is knocked prone and can’t stand up until the end of the gnoll warden’s next
turn. The gnoll warden also slides the target 7 squares.
- ○ 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: +33 vs. AC; 4d10 + 17 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 +7 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 +23, Perception +21
Str 24 (+21); Dex 16 (+17); Wis 15 (+16);
Con 24 (+21); Int 12 (+15); Cha 13 (+15)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Gnoll Wild Warden [Level 28 Brute]
Medium natural humanoid [XP 13000]
Initiative +17; Senses Perception +25; low-light
HP 307; Bloodied 153
Healing Surges (+76 hp) ○○○
AC 43; Fortitude 42, Reflex 37, Will 41
Speed 7
- ● [m] Greataxe (standard) ✦ Weapon
- +33 vs. AC; 2d12 + 17 damage (crit 41 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +33 vs. AC; 2d6 + 17 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +33 vs. AC; 2d12 + 17 damage (crit 41 + 3d12), and the target is slowed until the end of the gnoll warden’s next turn.
- ○ [M] Guardian’s Storm (standard) ✦ Lightning, Weapon
- +33 vs. AC; 4d12 + 17 damage (crit 65 + 3d12), and the target takes 21 lightning damage if it moves before 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.
- □ 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: +33 vs. AC; 5d12 + 17 damage (crit
77 + 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; +33 vs. Fortitude; 2d12 + 17 damage (crit 41 + 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 -6 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 +25, Perception +25
Str 24 (+21); Dex 16 (+17); Wis 22 (+20);
Con 17 (+17); Int 12 (+15); Cha 13 (+15)
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.