+2
Strength, +2 Constitution, -2 Intelligence, -2 Charisma:
Gnolls
have superior physical strength, but they are neither the most clever
nor charming creatures to be around.
Alternate Racial Traits
The
following racial traits can be selected to replace standard gnoll
racial traits.
Medium:
Gnolls are Medium creatures and have no bonuses or penalties due to
their size.
Normal
Speed: Gnolls have a base speed of 30 feet.
Low-Light
Vision: Gnolls can see twice as far as humans in conditions
of
dim light.
Scent
(Ex): A gnoll can detect opponents within 30 feet by sense of
smell. If the opponent is upwind, the range increases to 60 feet; if
downwind, it drops to 15 feet. Strong scents, such as smoke or
rotting garbage, can be detected at twice the ranges noted above. See
the scent ability in the universal monster rules for details.
Intimidating:
Gnolls receive a +2 racial bonus on Intimidate checks due to
their fearsome nature.
Resistant:
Gnolls get a +2 bonus on saving throws against poisons and diseases.
Dominant Nature:
Gnolls do not communicate the same way other races do. The concept of
questions is unbeknown to them, they
formulate statements or commands only. Gnolls
come across as arrogant and care little what other people might
think of them. As a
result, they
suffer a -4
penalty an Diplomacy checks made against members of civilized races.
Natural
Attack: With their vicious fangs, gnolls can make a bite
attack
that deals 1d4 points of damage on a successful hit. Unless the gnoll
wields a manufactured weapon, this is a primary attack.
Natural
Armor: Gnolls gain a +1 natural armor bonus due to their
thick
hide.
Weapon
Familiarity: Gnolls are always proficient with greataxes, greatclubs, and
with nets.
Languages:
Gnoll begin play speaking Common and their own language, Gnoll.
Gnolls with high
Intelligence scores can choose from the following:
Abyssal, Giant, Goblin, and Orc.
Special: Gnolls can always communicate with canine creatures like foxes or wolves as if they had cast the spell speak with animals. This ability only applies to animals or magical beasts and covers just the most basic forms of conversation.
Special: Gnolls can always communicate with canine creatures like foxes or wolves as if they had cast the spell speak with animals. This ability only applies to animals or magical beasts and covers just the most basic forms of conversation.
Alternate Racial Traits
Terrifiying
Howl (Su): Gnolls like to frighten and intimidate their
opponents. When a gnoll with this racial trait howls or barks, all
creatures except other gnolls within a 30-foot radius must succeed on a
Will save or become frightened for 1d4 rounds. The DC is 10 + 1/2 the gnoll's HD (min. 1) + the gnoll's Charisma modifier (if any). This
is a sonic mind-affecting fear effect. Whether or not the save
is successful, an affected creature is immune to the same gnoll's howl
for 24 hours. Using
this ability is a standard action. This racial trait replaces
the scent and
language special racial traits.
Hound: Some gnolls
are exceptional hunters, chasing their prey with high speed.
Gnolls with this racial trait gain +10 feet to their base speed and a
+2 racial bonus on Perception checks. This racial trait replaces the
scent and resistant
racial traits.
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