Gnoll
DnD Gnolls Race
Gnolls are bloodthirsty, half-hyena-like creatures known for their brute strength, merciless nature, and eternal hunger for destruction. They inhabit the wild regions of the world: vast savannas, arid grasslands, scorching deserts, and open woodlands. Their communities are rough and temporary small, nomadic camps that move with the hunt.
A Gnoll typically stands between 2.1 and 2.3 meters tall, walks upright, and has a muscular body covered in coarse fur. Their faces resemble those of hyenas, complete with sharp teeth and wicked, grinning snouts. They possess a keen sense of smell, excellent hunting instincts, and are almost always on the move searching for their next prey.
Society and Camps
Gnoll camps are anything but hospitable. They are built from wood, bones, raw hides, and skulls, and resemble slaughterfields more than dwellings. Totems of skulls or stakes adorned with severed heads of other races mark the edges of their territory meant to instill fear in anyone who dares approach.
The leader of a Gnoll pack is called the Zhakra a title earned only through brute strength or by defeating the previous leader. The Zhakra is not necessarily the smartest or most strategic, but always the deadliest. His command is law, and disobedience is usually punished with death.
Gnolls are pack creatures, but there is little room for affection or loyalty. The strongest dominate, while the weakest are eaten or exiled. They live for the hunt, for bloodshed, and for displays of strength.
Behavior and Culture
Gnolls are almost always hostile toward other races. They see outsiders as potential prey, not as conversation partners. Only under exceptional circumstances for example, when an outsider shows extraordinary strength or when a temporary alliance is beneficial will Gnolls tolerate anyone not of their kind.
And what do they eat? Everything. Gnolls are cannibalistic and consume nearly any living being, including members of their own pack if necessary. Humanoids such as humans, elves, and dwarves rank especially high on their list.
Stats
- Ability Score Increase: Your Strength score increases by 2, and your Dexterity score increases by 1.
- Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Size: Medium
- Speed: 30 ft.
- Rampage: When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.
- Heart of the Hunt: You can add twice your proficiency bonus to any Strength (Athletics) checks related to chases and running.
- Keen Smell: Thanks to your sensitive nose, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
- Bite: You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage , instead of the bludgeoning damage normal for an unarmed strike.
- Languages: Your character can speak, read, and write. Common, Scar and one other language that you want.