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Gnoll

Hyena-headed, evil humanoids that wander in loose tribes

humanoid nocturnal carnivore chaotic hyena

Basic Fantasy Role-Playing Game

BFRPG

Armor Class15 (13)
Hit Dice2
Number Appearing1d6, Wild 3d6, Lair 3d6
Attacks1 weapon
Damage2d4 or by weapon +1
Movement30' Unarmored 40'
Save AsFighter: 2
Morale8
XP75
Treasure TypeQ, 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

Darkvision: 30’ range.

Variants

Hardened Warrior (one out of every six gnolls)

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 Dice4
Damage2d4 or by weapon +2
XP240
Pack Leader (in lairs of 12 or greater)

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 Dice6
Damage2d4 or by weapon +3
XP500
Shaman (in lair (1-2 on 1d6))

A shaman is equivalent to a hardened warrior statistically, and in addition has Clerical abilities at level 1d4+1.

Same stats as Hardened Warrior

Witch or Warlock (in lair (1 on 1d6))

A witch or warlock is equivalent to a regular gnoll, and has Magic-User abilities of level 1d4.

Hit Dice2
Damage2d4 or by weapon +1
XP75
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

Old-School Essentials Classic Fantasy
Armor Class5 [14]
Hit Dice2 (9hp)
Number Appearing1d6 (3d6)
Attacks1 × weapon (2d4 or by weapon + 1)
THAC018 [+1]
Movement90' (30')
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale8
AlignmentChaotic
XP20 (leader: 35)
Treasure TypeD
Lazy, humanoid hyenas of low intelligence that live by intimidation and theft. Legends say that gnolls were magically created by a wizard who crossbred gnomes and trolls.

Variants

Leader (groups of 20+)

Groups of 20+ are led by a gnoll with 3HD (16hp).

Hit Dice3 (16hp)
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License
OSRIC
Armor Class5
Hit Dice2
Number Encountered20d10
Attacks1
Damage2d4 or by weapon
Move90-ft
AlignmentChaotic evil
IntelligenceLow to average
XP2/30+2/hp
SizeLarge
FrequencyUncommon
Lair20%

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

Infravision: 60-ft infravision.
Languages: Speak troll, their own barked tongue, chaotic evil, and occasionally orcish and hobgoblin.

Variants

Leader (raiding parties)

Gnoll raiding parties will be led by a leader with 16 HP. He fights as a 3 HD monster.

Hit Dice3
Chieftain (bands)

Gnoll bands are led by a chieftain (AC 3, 22 HP, attacks as a 4 HD monster, and does 2d4+2 damage).

Armor Class3
Hit Dice4
Damage2d4+2
Guard (bands (2d6 with chieftain))

2d6 guards (AC 4, 20 HP, attack as 3 HD monster, 2d4+1 damage).

Armor Class4
Hit Dice3
Damage2d4+1