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Gnolls are hyena-headed, evil humanoids that wander in loose tribes across the plains of Arrasia. The tribe is dominated by their tribal chief and tribal shaman, who control the everyday and spiritual needs of the tribe respectively and between whom exists an almost constant tension as they vie for supremacy. However, no tribe exists for long without either and though outright conflict between internal factions is a common and bloody affair, a new tribal chief or tribal shaman will always emerge to continue the cycle.
Tribes can vary greatly in size - from 50 to 500 - but tend to average around 200 or so. The larger the tribe, the greater the tension and conflict, which can often lead to a bloody split. Gnolls tend to prefer going about their business at night, though this is to be better able to pass undetected than because of any dislike of the sun or bright sunlight, which they are perfectly comfortable with. Small bands tend to scout ahead and report back to the tribal chief, who will gather a war band when prey is to be had.
Gnolls are of vicious temperament and they constantly squabble and fight amongst themselves. Like Naberru, who created them and to whom they give their fealty, they are spiteful creatures, full of hate and evil, and they have little regard for any forms of life, even those of their own kind. When gnoll tribes meet, they will usually fight, although it is not unknown for a particularly strong leader to unite tribes and make war on their enemies. Fortunately for the people of Arrasia, however, these are chaotic affairs and usually end in betrayal, in-fighting and murder.
Although gnolls kill and eat their prey, they also take the better specimens as slaves, either to serve their own tribe or to be sold later - usually to dark elves or some other foul race. Those enslaved by gnolls face a life of hardship and misery, and many will not survive for long if they are not soon sold. They also represent good sport for the gnolls, who enjoy watching gladiatorial combat between their mightiest warriors and the strongest (or, for real fun, the weakest) of those that are forced to serve them.
Gnolls are dirty, with mangy yellow or reddish-brown fur and a large, matted mane. They stand about 7-1/2 feet tall, weigh 300 pounds and are widely feared by small communities who are easy pray for the aggressive war bands. Gnolls tend to avoid large-scale conflict, preferring instead overwhelming odds in their favor. However, their natural spite and aggression make them formidable foes, even when they are largely outnumbered.
Gnolls use their physical strength to overwhelm and knock down their opponents. They are ill disciplined when fighting unless they have a strong leader; at such 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 position. Because of its shield, a gnoll's modifier on Hide checks (untrained) is -2, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, cover, or some other form of advantageous terrain).
Gnolls speak Gnoll.
GNOLLS AS CHARACTERS
Gnoll characters possess the following racial traits.
+4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma.
Size Medium.
A gnoll's base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: A gnoll's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Listen and Spot.
Racial Feats: A gnoll's humanoid levels give it one feat.
+1 natural armor bonus.
Automatic Languages: Gnoll. Bonus Languages: Draconic, Elven, Goblin, Orc, and any Human tongue.
Favored Class: Ranger.
Level adjustment +1.
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