Gnoll, Flind (CR 2)
Medium Humanoid (Gnoll)
Alignment: Usually neutral evil
Initiative: +1 (Dex); Senses: darkvision 60 ft., Listen +5, and Spot +5
Languages: Common, Gnoll
AC: 18 (+1 Dex, +2 natural, +3 studded leather, +2 heavy steel shield), touch 11, flat-footed 17
Hit Dice: 2d8+4 (13 hp)
Fort +5, Ref +1, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +4
Attack: Flindbar +5 melee
Full Attack: Flindbar +5 melee
Damage: Flindbar 2d4+3/19-20
Special Attacks/Actions: -
Abilities: Str 17, Dex 12, Con 15, Int 10, Wis 11, Cha 10
Feats: Weapon Focus (flindbar)
Skills: Listen +5 and Spot +5
Advancement: By character class
Climate/Terrain: Warm plains
Organization: Solitary, pair, hunting party (1 plus 1-4 gnolls and 1-2 hyenas), or band (1-10 plus 10-100 gnolls plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level (25% gnoll) and 5-8 hyenas), or tribe (2-20 plus 20-200 gnolls plus 50% noncombatants plus 1 3rd-level sergeant (75% gnoll) per 20 adults, 1 or 2 lieutenants of 4th or 5th level (50% gnoll) and 1 leader of 6th-8th level (25% gnoll) and 7-12 hyenas)
Monster Manual III
The merciless finds are clever tacticians, preferring to use surprise, terrain, and superior numbers to their advantage.
When commanding gnoll hunting parties, they have no qualms about sacrificing their cousins for personal gain.
Flindbar: A flindbar resembles a pair of chain-linked iron bars, not unlike a flail. This one-handed exotic weapon costs 30 gp, deals 2d4 points of bludgeoning damage, has a threat range of 19-20, deals double damage on a critical hit, and weighs 2 pounds. Flinds treat a flindbar as a martial weapon instead of an exotic weapon.
The wielder of a findbar gains a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). If a proficient wielder threatens a critical hit, he can make a free disarm attempt against that opponent before confirming the critical hit (this disarm attempt doesn't provoke attacks of opportunity).
Skills: A flind has a +2 racial bonus on Charisma-based checks made to influence gnolls.
- Darkvision out to 60 feet.
- Flinds gain a +2 racial bonus on Charisma-based checks made to influence gnolls.
- Racial Feats: A find's humanoid levels give it one feat
- Weapon Familiarity: Flinds treat findbars as martial weapons rather than exotic weapons.