Gnoll, Rock Sneak

Medium humanoid (gnoll), chaotic evil

Armor Class 13
Hit Points 18 (4d8)
Speed 35 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +3, Stealth +5, Survival +3
Senses darkvision 60 ft., passive Perception 13
Languages Gnoll, Undercommon
Challenge 1/4 (50 XP)

Special Traits

  • Rocky Camouflage. The rock gnoll sneak has advantage on Dexterity (Stealth) checks in rocky terrain.

Actions

  • 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: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  • Throwing Club. Melee or Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 13 Constitution saving throw or be knocked unconscious. The target can repeat the saving throw at the end of each of their turns to regain consciousness.

About

Sneaks use their throwing clubs to incapacitate their quarry. If coordinated from hiding, these attacks can cause disarray, allowing other clan members to make off with supplies, as well as disoriented or unconscious slaves.

Section 15: Copyright Notice

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