Flind (CR 2)
Alignment: Usually lawful evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +4, and Spot +4
AC: 15 (+3 Dex, +2 leather armor), touch 13, flat-footed 12
Hit Dice: 2d8+6 (15 hp)
Fort +3, Ref +4, Will +1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple -4
Attack: Club +4 melee; or flindbar +4 melee
Full Attack: Club +4 melee; or flindbar +4 melee
Damage: Club 1d6+3; flindbar 1d6+3
Special Attacks/Actions: Darkvision 60 ft.
Abilities: Str 17, Dex 13, Con 16, Int 10, Wis 13, Cha 10
Feats: Power Attack
Skills: Listen +4 and Spot +4
Advancement: By character class
Climate/Terrain: Temperate or warm land and underground
Organization: Solitary, pair, gang (2-5), mob (2-5 plus 10-20 gnolls), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 10-20 gnolls)
Flind combat tactics are similar to those of their lesser kin, the 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.
Flindbar: Treat as nunchaku (see page 109 of the Player's Handbook).
The Flind first appeared in the Fiend Folio (1981).