Monstro.cc

Flind

Close relatives of gnolls standing 6½-ft tall with powerful limbs and leonine heads

humanoid chaotic

OSRIC

OSRIC

Armor Class5
Hit Dice2+3
Number Encountered2d12
Attacks1
Damage2d4 or by weapon
Move120-ft
AlignmentChaotic evil
IntelligenceAverage
XP2/40+4/hp
SizeMan-sized
FrequencyRare
Lair20%

Flinds are close relatives of, and to a degree resemble, gnolls. Flinds stand 6½-ft tall, with powerful limbs and a leonine head. Both flinds and gnolls regard flinds as more highly evolved beings and any gnoll will regard a flind as having 16 charisma. Groups of gnolls are often led by one or more flinds and the gnolls will obey any order given by a flind without question. A gnoll defending its flind leader will not check for morale unless the flind is killed or hors de combat. Flinds share a common language with gnolls and can also speak bugbear, hobgoblin, ogrish, and orcish. Flinds are generally on friendly terms with these humanoid races and will work with them as need arises. For unknown reasons, flinds do not like and will not cooperate with trolls.

In combat flinds swing crude clubs, using their great strength to gain +1 to hit. There is a 25% chance that each flind will wield a disarming weapon called a flindbar; a pair of iron bars linked by a short piece of chain. A flind wielding a flindbar gains two attacks per round for 1d4 hp damage. For every hit with a flindbar the victim must save vs aimed magic items or be disarmed.

Regarding PC use of the flindbar: The wielder must be man-sized or larger and possess minimum ability scores of 13 in both strength and dexterity. The disarm function can only be used by PCs who select the flindbar as a weapon of proficiency.

Special Abilities

Gnoll Leadership: Any gnoll will regard a flind as having 16 charisma. Gnolls will obey any order given by a flind without question. A gnoll defending its flind leader will not check for morale unless the flind is killed or hors de combat.
Languages: Share a common language with gnolls and can also speak bugbear, hobgoblin, ogrish, and orcish.
Combat Bonus: Using their great strength to gain +1 to hit.
Flindbar: 25% chance each flind wields a flindbar. A flind wielding a flindbar gains two attacks per round for 1d4 hp damage. For every hit with a flindbar the victim must save vs aimed magic items or be disarmed.

Variants

Leader (20 or more flinds encountered)

If 20 or more flinds are encountered, there will be a leader type with 3+3 hit dice, a strength of 18 (+1 “to hit” and +2 damage), and a charisma of 18 to any gnoll he or she encounters. Leader type flinds always wield a flindbar in combat.

Hit Dice3+3