Gnoll (CR 1)

Medium Humanoid (Gnoll)
Alignment: Usually chaotic evil
Initiative: +0; Senses: darkvision 60 ft., Listen +2, and Spot +3


AC: 15 (+1 natural, +2 leather armor, +2 heavy steel), touch 10, flat-footed 15
Hit Dice: 2d8+2 (11 hp)
Fort +4, Ref +0, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +3
Attack: Battleaxe +3 melee, or shortbow +1 ranged
Full Attack: Battleaxe +3 melee, or shortbow +1 ranged
Damage: Battleaxe 1d8+2/x3; shortbow 1d6/x3
Special Attacks/Actions: -
Abilities: Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 5
Special Qualities:
Feats: Power Attack
Skills: Listen +2 and Spot +3
Advancement: By character class
Climate/Terrain: Warm plains
Organization: Solitary, pair, gang (2-5), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), or tribe (22-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 6-10 dire lions; underground lairs also have 1-3 trolls)
Treasure: Standard

Source: Monster Manual

Combat

Gnolls like to attack when they have the advantage of numbers, using horde tactics and their great strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader, at which times they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking or rear position. Because of its armor and shield, a gnoll's Hide score is -6, which means gnolls always take special care seek favorable conditions when laying ambushes (such as darkness, heavy cover or some other form of concealment).