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Flind, Boss

Medium humanoid (flind), lawful evil

Armor Class 16 (scale mail)
Hit Points 97 (13d8 + 39)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 11 (+0)

Saving Throws Strength +8, Constitution +5
Skills Animal Handling +4, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Common, Gnoll
Challenge 5 (1,800 XP)

Special Traits

  • Ambusher. The flind has advantage on attack rolls against any creature it has surprised.
  • Surprise Attack. If the flind surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

  • Multiattack. The boss flind makes two Greatclub attacks.
  • Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

About

Flinds are a race closely related to gnolls. The two races share some strong similarities, and at first sight inexperienced adventurers could easily confuse the two. Flinds are much stockier than their lanky kin, much stronger and hardier, and are certainly more dangerous.

It is unknown if flinds are a subspecies of the gnoll or a genetic anomaly produced among large gnoll packs. Flinds are often found among gnoll bands acting as leaders, as their strength and relatively superior intelligence puts them above their lesser brethren.

Flind combat tactics are similar to those of gnolls. They prefer to strike from ambush, using terrain and concealment to their best advantage. They are most often seen acting in the role of leaders to gnoll bands, keeping discipline with a ruthless hand and little mercy.

Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene