Gnoll, Fiendish Cleric of Yeenoghu (CR 4)

Medium Humanoid
Alignment: Chaotic Evil
Initiative: +4(+0 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +8, and Spot +8
Languages: Gnoll


AC: 21 (+0 Dex, +1 natural, +8 armor, +2 shield), touch 10, flat-footed 21
Hit Dice: 5d8+19 (41 hp)
Fort +10, Ref +2, Will +7
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: Melee mwk flail +8 (1d8+3)
Special Attacks/Actions: rebuke undead 1/day (-2, 2d6+1, 3rd); spontaneous casting (inflict spells)
Attack Options: smite good 1/day (+5 damage)
Abilities: Str 17, Dex 10, Con 16, Int 10, Wis 16, Cha 6
Special Abilities: Cleric Spells Prepared (CL 3rd): 2nd - cure moderate wounds, bears endurance, spiritual weaponD (+6 melee, 1d8+1)
1st - bane (DC 14), cause fear (DC 14), cure light wounds, magic weaponD
0 - cure minor wounds (2), detect magic, touch of fatigue (+6 melee touch, DC 13)
D: Domain spell. Deity: Yeenoghu. Domains: Evil, War
Special Qualities:
Feats: Combat Casting, Improved Initiative, Martial Weapon Proficiency (flail), Weapon Focus (flail)
Skills: Concentration +7, Knowledge (religion) +2, Listen +8, and Spot +8
Advancement: by character class
Climate/Terrain: warm plains, lightly wooded hills bordering grasslands
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/Possessions: combat gear (potion of barkskin (+2), 2 scrolls of cure light wounds, scroll of shield of faith) plus full plate, heavy steel shield, masterwork flail, cloak of resistance +7

Source: Monster Manual IV

Female fiendish gnoll cleric 3

See Gnoll.