Gnolls

+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.

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.



Alternate Racial Traits
The following racial traits can be selected to replace standard gnoll 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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