Gnoll

"The cruelty of our past has made us strong. Now we must prove we can also be just." - Garnock Truefeather, gnoll druid of Obad-Hai

While most of their people remain mired in the cruelty of their demon prince, a few tribes of gnolls seek to pull themselves our of savagery. These tribes walk with weapons in hand, knowing that the civilized races hate and fear their people and that other tribes of evil gnolls already seek to strike them down.

Fueled by their own bestial strength and the cruel will of the demon prince Yeenoghu, most gnolls roam the wild in search of sentient prey. These savages know little of mercy and honor, and nothing of kindness or compassion. The exceptions to this rule, who have banded together in rough tribes that roam the plains and forests, have begun to learn the value of personal honor. Some even approach the harsh but ultimately fair codes that tribes of barbaric humans often adopt. Geared more toward survival than the cruelty of their kin, these gnolls stand at a critical juncture: Either they will succeed in allying with the civilized races and pull some of their people away from the cruel worship of Yeenoghu - or they will fail, and their tribes will slip back into evil and brutality.

Gnoll Racial Traits

Gnolls have hyena-like heads, and their long limbs possess a lean strength. Gnolls are covered in coarse yellow or reddish-brown fur, and their feet and legs are structured more like a hyena's hind legs than those of other humanoids. Despite the somewhat awkward appearance of their legs and feet, gnolls walk as bipeds and are as agile and speedy as a normal human. The wild gnolls who prey on the civilized races use patchwork armor and rusted weapons that they've stolen from past kills. Tribes that have found some level of personal honor favor hide or leather armor similar to the barbarian tribes of humans.

Gnoll characters possess the following racial traits:

Gnoll Society

Most gnoll tribes wander the wilderness, the strongest warrior governing with a brutal adherence to the idea that the strong can freely take from the weak. A few gnoll tribes attempt to pull away from their savage past, but they are the rare exception rather than the rule.

Lands: Driven into the mountain foothills and deep forests by the armies of human nations and their allies, gnolls live in scattered wilderness areas much like those preferred by tribes of barbaric humans. Competing against humans, orcs, giants, and more exotic species is the norm for gnolls in these wilderness areas, and the gnolls occasionally form alliances with other evil humanoids. In rare cases, large groups of gnolls gather above or below ground. These settlements serve only as a common crossroads for more nomadic gnolls - those who leave to continue wandering are balanced against new tribes arriving to trade or swear fealty to a powerful leader.

As some gnolls turn away from the worship of the dread prince Yeenoghu, however, gnolls grow more and more scattered rather than less so. Driven away from their kin by the wrath of Yeenoghu's priests, yet still subject to the suspicions of the civilized races, these gnolls wander far and wide in a near-permanent nomadic state.

Settlements: Gnoll settlements are rough and crude, rarely anything more than temporary shelters. Gnolls prefer underground lairs for longer stays, especially when a traveling group of gnolls must await new births. Large groups of gnolls often have several crude underground complexes between which they wander. While these caves might not even be large enough to house the entire group of gnolls, they provide the group's strongest warriors a place to sleep in relative safety. Weaker members of the tribe must make do with the less trustworthy shelters they can set up outside of the cave complex.

Power Groups: Gnolls have little in the way of power groups. Among tribes of evil gnolls, the strongest warriors rule by brute force. Occasionally, exceptionally powerful or persuasive priests of Yeenoghu will lead a tribe, usually by ensuring that the strongest warriors are devoted to the dark worship of the demon prince. Even those rare gnoll tribes that place a greater value on personal honor are led by the most physically powerful warrior. Because of this, when a gnoll adventures with members of other races, he will sometimes expect to lead if he is the strongest, regardless of the difficulties he faces when traveling within the members of other races and regardless of other group members' more developed social skills.

Beliefs: Most gnolls pay homage to Yeenoghu, demon prince of gnolls. Yeenoghu's cruel and selfish beliefs inspire gnoll priests to keep their people firmly on the path of evil. Those few gnolls who have managed to pull away from the dark cult at the center of their people's existence often revere Obad-Hai or turn away from religion altogether.

Relations: Few races regard gnolls as anything other than feral creatures who pose a menace to peaceful life. Because of the prevalence of evil gnolls, this assumption isn't far from the truth, and player character gnolls should find it difficult to move unescorted through a human city.

Gnoll Characters

Gnoll characters balance the challenges of roleplaying contrary to a race's normal image with the novelty of playing a monstrous race. The gnoll race provides an opportunity to play a strong and powerful warrior character struggling not only against physical foes but also against the opinions of other races. As a gnoll character grows to trust his fellow adventurers, new roleplaying opportunities arise as bonds of friendship overcome suspicion, and the other characters grow to respect the gnoll's values as well as his physical abilities. The other PCs might even play a role in helping the gnoll character's tribe of neutral or honorable gnolls build the first few trusting relationships with other races.

Adventuring Gnolls: Gnolls adventure to see the world, to rise above the savagery of their people, and to find what civilization has to offer. While some return to their tribes thinking less of the civilized races because of their experiences as adventurers, others find wealth, power, or prestige far beyond the normal images of gnoll warriors.

Character Development: Gnolls are most effective when they take levels in barbarian, ranger, or another martially focused class. Focusing on melee combat allows gnoll characters to capitalize on their high Strength scores and their natural armor. As your character gains levels, feats such as Power Attack and Cleave help accentuate his physical prowess.

Character Names: Gnoll names often sound like growls to members of other races, featuring multiple "r" sounds. Gnoll tribal names, although not widely shared with other creatures, are usually compound words, as in the following examples.

Male Names: Derror, Grert, Remmar, Thurrg.

Female Names: Arrna, Mirrin, Ryssa, Thrrae.

Tribal Names: Bloodfist, Greatfang, Speardeath, Thunderdance.

Roleplaying A Gnoll

Cruelty and viciousness remain the defining traits of most gnolls, but a few tribes have managed to pull away from this bestial outlook and the worship of the demon prince Yeenoghu that usually accompanies and engenders this behavior. Although far from altruistic, these gnolls temper the viciousness of their kind with a rough sense of honor and an unwavering bond with their chosen companions.

Personality: Even those gnolls who have turned from the evil ways of their demon prince are less intelligent and less charismatic than the average human. Gnolls don't see this deficiency as a weakness, however, placing more value on physical abilities and natural cunning than on subtle thought or persuasive abilities. Gnolls also remain very suspicious of other races, especially humans and their allies, with whom they have had generations of conflict and strife.

Role playing Application: You should be suspicious of others' motives until they give you reason to trust them. If you can, devote a few skill points to Sense Motive, and emphasize its use in roleplaying encounters. Your suspicions rest on the firm foundation of your people's long conflicts with the civilized races, and such mistrust and conflict cannot be erased easily or quickly. Humans, elves, dwarves, and members of their allied races are likely to use the past behavior of your people as a reason to betray you. After someone earns your trust completely, however, he or she becomes like a brother or sister to you, and the few powerful emotional bonds that you form with others shape your life and your outlook. Once you name someone a packbrother, he forever has your trust.

Behavior: Gnolls are travelers, hunters, and scavengers; adventuring gnolls travel almost constantly. To a gnoll, sitting in one place isn't cowardly or illogical; it's simply unpleasant. Some gnolls are drawn simply by the thrill and variety of the hunt, while others are motivated only by curiosity. As a pack of gnolls grows, the bond of the pack serves as a major impetus for travel - the most adventurous gnolls pull the rest of the pack along on their hunts. Packs of evil gnolls are driven to travel by the will of their demon prince, and packs of neutral gnolls travel to escape the influence of other gnoll packs and the wariness of human cities accustomed to fighting off their cruel and evil kin.

Role playing Application: You should often urge your adventuring companions to contemplate long, overland journeys. In light of this, make sure that you can carry everything you own. If you can't carry something with you personally, make sure you have a trusted mount or beast of burden to tarry it for you. In general, a few high-quality possessions are much more valuable to you than numerous goods or more visible wealth. You might emphasize your love of travel by encouraging your group to stay outdoors rather than at an inn. Focus on adventuring opportunities that will take you on long journeys rather than those in your immediate area.

Language: Gnolls who travel beyond the homeland of their tribes usually try to adopt the speaking habits of those around them, hoping to lessen other humanoid's sense of discomfort around them. Around their own kind, gnolls use their racial tongue and usually speak in the imperative, considering it polite to show strength by phrasing statements as commands rather than requests.

Roleplaying Application: It is a sign of weakness to ask for things, so don't do it often. You understand that others don't speak in commands the way your people do, but sometimes you slip into old habits. Those who ask too often or who phrase everything as a question are unworthy of respect, for they are weak.

Gnoll Encounters

The gnoll barbarian described below makes an excellent addition to a pack of the standard gnolls described in the Monster Manual or an interesting solo NPC. This barbarian can represent either a powerful member of an evil gnoll tribe or a tough but honorable outrider of a neutral tribe.

Gnoll Barbarian: Gnoll barbarian 2; CR5; Medium humanoid (gnoll); HD 2d8+6 plus 2d12+6; hp 39; Init +1; Spd 40 ft.; AC 18, touch 11, flat-footed 17; Base Atk +3; Grp +8; Atk or Full Atk +9 melee (1d12+8/x3, +1 greataxe) or +5 ranged (1d8+5/x3, masterwork composite longbow); SA rage 1/day; SQ darkvision 60 ft., fast movement, uncanny dodge; AL CN; SV Fort +9, Ref +1, Will +1; Str 20, Dex 13, Con 16, Int 8, Wis 12, Cha 6.

Skills and Feats: Listen +4, Spot +6, Survival +4; Cleave, Power Attack.

Language: Gnoll.

Rage (Ex): Once per day, a gnoll barbarian can enter a state of fierce rage that lasts for 8 rounds. The following changes are in effect as long as he rages: hp increase by 8; AC 16, touch 9, f1at-footed 15; Grp +10; Atk or Full Atk +11 melee (1d12+11/x3, +1 greataxe); SV Fort +11, Will +3; Str 24, Con 20. At the end of his rage, the gnoll barbarian is fatigued for the duration of the encounter.

Uncanny Dodge (Ex): A gnoll barbarian retains his Dexterity bonus to Armor Class even when flat-footed or targeted by an unseen foe (he still loses his Dexterity bonus if paralyzed or otherwise immobile).

Possessions: +1 breastplate, +1 greataxe, masterwork composite longbow (+5 Str bonus).

Height, Weight, And Age

The following tables can help you determine your character's starting height, weight, and age. Remember that you are also free to simply choose these descriptive elements of your character, but you can roll on the tables below if you wish.

Random Starting Ages
AdulthoodBarbarian
Rogue
Sorcerer
Bard
Fighter
Paladin
Ranger
Cleric
Druid
Monk
Wizard
14 years+1d4+1d6+2d6
Aging Effects
Middle AgeOldVenerableMaximum Age
35 years53 years70 years+2d10 years
Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male5' 4"+2d12200 lb.x (2d6) lb.
Female5' 2"+2d12180 lb.x (2d6) lb.
¹ At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
² At old age, -2 to Str, Dex, and Con; +2 to Int, Wis, and Cha.
³ At venerable age, -3 to Str, Dex, and Con; +3 to Int, Wis, and Cha.

Gnoll Adventures

Adventures featuring evil gnolls as antagonists are usually straightforward affairs - the vicious humanoids attack sentient prey whenever they have the chance, and adventurers must often stop their depredations. Adventures featuring neutral gnolls, however, pose much greater challenges and might force characters to reevaluate their own beliefs and behaviors. These adventures could be as simple as the characters siding with the rare group of honorable gnolls to fight off some other menacing force, or they might be more involved, introducing the gnolls first through the suspicious eyes of human villagers and then slowly presenting evidence that the gnolls are nor evil like most of their kin. As the characters face the growing certainty that the gnolls are not evil or cruel, they must decide for themselves how to act and whether or not to believe these unusual gnolls. If they make the decision to believe them, they must play a part in building trust between the gnolls and the human villagers who still find the hyena-headed humanoids frightening.

Gnoll Monster Class

Humanoid (Gnoll)

Gnolls are physically powerful humanoids with hyenalike heads. Gnolls have 2 racial Hit Dice and a level adjustment of +1, making a regular gnoll the equivalent of a 3rd-level character. If you want to start playing a gnoll at 1st level, you can use the monster class described below.

Racial Traits

Characters using the gnoll monster class start with the following racial traits. Note that these are not identical to the regular gnoll's full suite of racial traits because the gnoll's ability scores and racial Hit Dice increase with level as shown below.

Class Skills

The gnoll's class skills are listen and Spot.

Class Features

All the following are class features of the gnoll monster class.

Weapon and Armor Proficiency: Gnolls are proficient with light armor, shields, and simple and martial weapons.

Feats: A gnoll begins with one feat at 1st level. After 3rd level, he gains feats normally according to his Hit Dice.

Natural Armor: A gnoll gains a +1 natural armor bonus to Armor Class at 3rd level.

LvlHDBABFortRefWillSkill ptsCRSpecial
1st1d8+0+2+0+0(2 + Int mod) x 4Feat-
2nd2d8+1+3+0+02 + Int mod+2 Con-
3rd2d8+1+3+0+0 - +2 Str, natural armor +1-

Also see Gnolls of the East

Races of Faerûn
[Back]
Character Creation

Source: Races of the Wild