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Art by Dave Sutherland, from 1st Edition Monster Manual |
Previously I have written a post about humanoid leaders and shamans though that post looked at those species with 1HD or less for their basic profile. As the last of the major humanoid races to be covered, in this post I shall go over my version of gnolls. Although their basic profile has 2HD, nonetheless I envision gnolls having a similar progression to orcs, goblins and hobgoblins, with an extra hit dice added.
Gnoll Warrior
These include the basic gnolls members of a tribe and as they grow in size and experience they gain the same abilities as their goblin counterparts, albeit with an extra hit dice.
Their special abilities are:
- Set Spear versus Charge is the same as for human fighters.
- Junior Commander - a gnoll warrior of 4HD or higher can reliably command up to 3 normal gnoll warriors per level of the commander.
- Inspire Courage - Allies within 30' get +2 to morale checks and saves vs fear.
- 2-weapon Fighting - The gnoll warrior can use 2 one-handed weapons, at -2 to hit penalty for both. They must be weapons that a human warrior can wield in one hand (e.g. normal sword, hand axe, mace etc, not a two-handed sword or battleaxe).
- Middle Commander - The gnoll warrior can reliably command 1 junior commander for every 2 levels.
- Monstrous Mount - The warrior can tame and ride a monster larger than himself, which must have HD equal to or lower than the warrrior and be suitable for riding. Hyaenodons (Dire Hyenas) are often chosen but more exotic creatures might be tamed
- Inspire Zeal - Allies within 30' get +2 to hit and damage and +4 to morale and saves vs fear, usable 1 encounter per day.
- Senior Commander - reliably command 1 middle commander per two levels.
- Two-Weapon Mastery - As per two-weapon fighting, but the gnoll warrior suffers no penalty to hit.
The weapons, armour and equipment for gnoll warriors is entirely up to the DM, though the default gear for a typical 2HD gnoll warrior is: Scale armour, Morning Star (2d4 damage, wielded in two hands), Dagger. Generally speaking a gnoll gets +1 to damage rolls with any one-handed weapon due to its strength. At the DM’s discretion particularly large and strong gnoll leaders may get more of a bonus to damage, including with two-handed weapons such as morning stars.
Gnoll Shaman
Gnoll Shaman |
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Prepared Spells by Level |
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Title |
Level |
Hit Dice |
THAC0 |
1st |
2nd |
3rd |
4th |
5th |
Acolyte |
1 |
2d6 |
20 |
1 |
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Acolyte |
2 |
3d6 |
19 |
2 |
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Junior Shaman |
3 |
4d6 |
18 |
2 |
1 |
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Junior Shaman |
4 |
5d6 |
18 |
2 |
2 |
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Shaman |
5 |
6d6 |
17 |
2 |
2 |
1 |
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Shaman |
6 |
7d6 |
16 |
3 |
2 |
2 |
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Senior Shaman |
7 |
8d6 |
16 |
3 |
2 |
2 |
1 |
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Senior Shaman |
8 |
9d6 |
15 |
3 |
3 |
2 |
2 |
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Great Shaman |
9 |
9d6+2 |
14 |
3 |
3 |
2 |
2 |
1 |
Great Shaman |
10 |
9d6+4 |
14 |
3 |
3 |
3 |
2 |
2 |
Gnoll shamans are essentially clerics, with the same saving throws and spell selections. They can wear any armour but do not use shields. They can use any blunt weapon (like clerics) though prefer using either flails (treat as maces) and morning stars (two-handed weapons, basically spiked clubs, that do 2d4 damage).