5e SRD >Creatures >

Gnoll, Gutter Lightfoot

Medium humanoid (gnoll), chaotic evil

Armor Class 13 (leather armor)
Hit Points 9 (2d8)
Speed 35 ft.

12 (+1) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 8 (-1)

Skills Perception +4, Stealth +4, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Gnoll
Challenge 1/2 (100 XP)

Special Traits

  • Contagious. If a non-gnoll creature comes into physical contact with the gutter gnoll lightfoot, the creature must succeed on a DC 10 Constitution saving throw or contract gnoll’s kiss (see sidebar). The DC increases to 15 if this contact was the gutter gnoll lightfoot’s bite or claw attack.
  • Gutter Slyness. The gutter gnoll lightfoot has advantage on Dexterity (Stealth) checks while in sewers and alleyways that are in darkness or dim light.


  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  • Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
  • Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Blowgun. Ranged Weapon Attack: +4 to hit, range 20/100 ft., one target. Hit: 1 piercing damage, and the target must make a DC 14 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. For every 5 darts a target is struck by, they suffer one level of exhaustion.


Slight and stealthy, lightfoots attack from hiding using darts coated with cultivated poison, or even just smeared with filth from their fur, which has much the same effect.

Section 15: Copyright Notice

Game Master’s Toolbox Ultimate Bestiary: Revenge of the Horde Copyright 2017, Chris Haskins, Nord Games LLC.