Gnoll

Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures’ behaviors.

Gnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available, whom they force to dig warrens, gather supplies and water, and even hunt for their gnoll masters.

Creatures other than hyenas and other gnolls are either meat or slaves, depending upon the temperament of the tribe. Even a dead or fallen comrade is a fresh meal for a gnoll, who might honor a distinguished tribe member with a brief prayer, or thoroughly cook one that has died of a wasting disease, but otherwise view a dead gnoll as little different from any other creature. The more “civilized” gnolls do not eat their prisoners, but instead keep them as slaves, either to defend or improve their lair or to trade with other tribes or slaver bands.

Gnolls relish combat, but only when they have the obvious advantage of numbers. In other situations, they prefer to avoid combat except as a means of winning a kill from another hunter, or as a clever ambush to bring down a large meal. These hyena-men see no value in courage or valor, instead preferring to flee once it becomes clear that victory is not possible, noting that it is better to run with tail tucked away than to lose one’s tail entirely.

During combat, gnolls use a strange mixture of pack tactics and individual standoffs. If a gnoll feels that it is winning, it attempts to take down a weaker being rather than aiding its fellows. If the gnolls are struggling, they gang up on a powerful leader and try to take that creature down, in the hopes of forcing its allies to flee.

Gnoll leaders are typically rangers, although clerics are highly regarded as well. Most gnolls find arcane magic difficult to master, and as a result it is relatively rare to see a gnoll bard, sorcerer, or wizard.

Gnoll Racial Traits
Ability Score Modifiers: Flexible +2 Str, +2 Con

Type: Gnolls are Humanoids with the Gnoll Subtype.

Size: Gnolls are medium creatures and have no bonuses or penalties due to their size.

Base Speed: Gnolls have a base speed of 30 feet.

Languages: Gnolls speak Gnoll. Gnolls with a high intelligence score can choose bonus languages from the following list: Abyssal, Common, Giant and Orc.

Natural Armor: Gnoll hides are remarkably tough, granting them a +1 natural armor bonus.

Darkvision: Gnolls have darkvision and so can see perfectly in the dark up to 60 feet.

Weapon Familiarity: Gnolls are always proficient with the Light Flail, Heavy Flail, Dire Flail and Flailpole, and treat the Flindbar, Chain-Hammer, Spiked Chain and Double Crossbow as martial weapons.

Alternate Racial Traits
Voracious: Gnolls can only go without food for 12 hours before they begin to starve, and when they do starve, the DC of the Constitution check to avoid taking damage increases by 5. Because of their voracious nature, Gnolls gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

True Hunters: Some Gnolls embrace the hunt so much that it affects their mind, turning them less wise but much more dangerous. Such Gnolls take a -2 penalty to Wisdom, but in turn Gnolls gain a natural bite attack, dealing 1d4 points of damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Gnolls also gain a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).