Gnoll
Common Cultures: Despotic, Forsaken, Itinerant, Nomadic, Warrior, Wild
Ancestry Traits
Size. Your size is Medium.
Speed. 30 ft.
Darkvision (1 point).
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Keen Hearing and Smell (1 point).
You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite (1 point).
Your fanged maw is a natural weapon with the Finesse property, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Your fanged maw is a natural weapon with the Finesse property, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.
Rampage (1 point).
When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Paragon Options
Blood Courage
Your people draw strength from devouring the hearts of your foes. You gain the following benefits:
- Your bite attack counts as magical for the purpose of bypassing damage resistance and immunity, and when you reduce a creature to 0 hit points with your bite attack, you gain temporary hit points equal to your proficiency bonus.
- While you have temporary hit points, you can't be charmed or frightened.
Eat Anything
You have an iron stomach. You gain the following benefits:
- You have Advantage on saving throws you make to avoid or end the Poisoned condition on yourself. You also have resistance to poison damage.
- You are immune to disease.
- Your body can digest most materials–grass, metal, stone, or just about anything on hand. You can eat a pound of any material instead of a pound of food. If the material is wet, it can count as a gallon of water instead.
Pack Tactics
You have Advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't Incapacitated.
Primal Instincts
Your senses are as keen as a wild predator. You gain the following benefits:
- You gain proficiency in Perception or Survival. If you are already proficient in the chosen skill, you gain expertise.
- You have advantage on ability checks that rely on smell.
- While tracking creatures, you can always be alert to danger.