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Gnoll, Regenerating

Gnolls enhanced through profane magical experimentation with troll-like regeneration

Basic Fantasy Field Guide Omnibus

Field Guide

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 (6)
XP100
Treasure TypeQ, S each; D, K in lair

Gnolls are formidable creatures, and this sub-race is even more so. Through profane magical experimentation they have been given the ability to regenerate as trolls do (though it is a lesser version).

As with regular gnolls, they have Darkvision with a range of 30 feet. Equally as cruel as regular gnolls, they also prefer to prey on intelligent creatures because the screams of their victims bring them satisfaction. And, like their non-regenerating cousins, they lack discipline in battle unless they are under the command of a strong leader.

Special Abilities

Regeneration: Regenerating gnolls possess a unique regenerative ability, similar to their distant relatives, the trolls, that allows them to heal one hit point of damage each round after being injured. Unlike trolls however, gnolls will die when their hit points reach zero. Moreover, wounds caused by fire and acid cannot be regenerated and require normal healing. When confronted with attackers wielding fire or acid, regenerating gnolls exhibit a lower morale (6) due to their heightened vulnerability.
Limb Regeneration: The regenerative powers of these gnolls are unable to reattach severed limbs like trolls can. However, a severed limb will regrow within 1d4 days.
Darkvision: 30 feet range.

Variants

Battle-hardened Warrior (one in every six regenerating gnolls)

One in every six regenerating gnolls is a battle-hardened warrior, boasting 4 Hit Dice (240 XP) and inflicting an additional +1 bonus to damage due to their strength. Regenerating gnolls gain a +1 bonus to their morale when led by such a warrior.

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

In larger lairs of 12 or more, a pack leader emerges, possessing 6 Hit Dice (500 XP) and dealing a +2 bonus to damage. Within the lair, regenerating gnolls never falter in their morale as long as the pack leader is alive.

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

There is a 1-2 in 1d6 chance of a shaman being present in the lair. The shaman is statistically equivalent to a hardened warrior and possesses Clerical abilities at a level of 1d4+1.

Same stats as Battle-hardened Warrior

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

There is a 1 in 1d6 chance of a witch or warlock. A witch or warlock, similar to a regular regenerating gnoll, possesses Magic-User abilities at a level of 1d4.

Hit Dice2*
Damage2d4 or by weapon +1