Gnoll
Hyena-headed, evil humanoids that wander in loose tribes
Basic Fantasy Role-Playing Game
| Armor Class | 15 (13) |
|---|---|
| Hit Dice | 2 |
| Number Appearing | 1d6, Wild 3d6, Lair 3d6 |
| Attacks | 1 weapon |
| Damage | 2d4 or by weapon +1 |
| Movement | 30' Unarmored 40' |
| Save As | Fighter: 2 |
| Morale | 8 |
| XP | 75 |
| Treasure Type | Q, S each; D, K in lair |
Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. An adult male gnoll is about 7½ feet tall and weighs 300 pounds.
Gnolls are nocturnal, and have Darkvision with a 30’ range. They are cruel carnivores, preferring intelligent creatures for food because they scream more. They show little discipline when fighting unless they have a strong leader.
Special Abilities
Variants
One out of every six gnolls will be a hardened warrior of 4 Hit Dice having a +1 bonus to damage due to strength. Gnolls gain a +1 bonus to their morale if they are led by such a warrior.
| Hit Dice | 4 |
|---|---|
| Damage | 2d4 or by weapon +2 |
| XP | 240 |
In lairs of 12 or greater, there will be a pack leader of 6 Hit Dice having a +2 bonus to damage. In the lair, gnolls never fail a morale check as long as the pack leader is alive.
| Hit Dice | 6 |
|---|---|
| Damage | 2d4 or by weapon +3 |
| XP | 500 |
A shaman is equivalent to a hardened warrior statistically, and in addition has Clerical abilities at level 1d4+1.
Same stats as Hardened Warrior
A witch or warlock is equivalent to a regular gnoll, and has Magic-User abilities of level 1d4.
| Hit Dice | 2 |
|---|---|
| Damage | 2d4 or by weapon +1 |
| XP | 75 |
Other Sources
Old-School Essentials Classic Fantasy
| Armor Class | 5 [14] |
|---|---|
| Hit Dice | 2 (9hp) |
| Number Appearing | 1d6 (3d6) |
| Attacks | 1 × weapon (2d4 or by weapon + 1) |
| THAC0 | 18 [+1] |
| Movement | 90' (30') |
| Saving Throws | D12 W13 P14 B15 S16 (2) |
| Morale | 8 |
| Alignment | Chaotic |
| XP | 20 (leader: 35) |
| Treasure Type | D |
Variants
Groups of 20+ are led by a gnoll with 3HD (16hp).
| Hit Dice | 3 (16hp) |
|---|
OSRIC
| Armor Class | 5 |
|---|---|
| Hit Dice | 2 |
| Number Encountered | 20d10 |
| Attacks | 1 |
| Damage | 2d4 or by weapon |
| Move | 90-ft |
| Alignment | Chaotic evil |
| Intelligence | Low to average |
| XP | 2/30+2/hp |
| Size | Large |
| Frequency | Uncommon |
| Lair | 20% |
Gnolls live and travel in small bands. They sometimes form loose alliances with other gnolls. They are very adaptive and can be found in most climes. There are rumours of a gnoll overlord, though if he exists his power and reach are limited.
Gnolls have been known to ally with orcs, hobgoblins, bugbears, and even trolls. Gnolls have infravision (60-ft). They speak troll, their own barked tongue, chaotic evil, and occasionally orcish and hobgoblin.
Gnolls are large hyena-faced creatures. They are covered in a grey fur with a dark muzzle and yellow mane. They have dark eyes, and long nails. Their armour is usually a mismatch of types taken from their victims. They have a rough life, and their average lifespan is only 35 years.
Special Abilities
Variants
Gnoll raiding parties will be led by a leader with 16 HP. He fights as a 3 HD monster.
| Hit Dice | 3 |
|---|
Gnoll bands are led by a chieftain (AC 3, 22 HP, attacks as a 4 HD monster, and does 2d4+2 damage).
| Armor Class | 3 |
|---|---|
| Hit Dice | 4 |
| Damage | 2d4+2 |
2d6 guards (AC 4, 20 HP, attack as 3 HD monster, 2d4+1 damage).
| Armor Class | 4 |
|---|---|
| Hit Dice | 3 |
| Damage | 2d4+1 |