gnole.pngArmor Class: 5
Hit Dice: 2
Move: 90’ (30’)
Fighting Capability: +3
Saving Throw: 7
Damage: By weapon + 1
Dungeon Encounter: 1d6
Wilderness Encounter: 3d6
Morale: 8
Alignment: Chaotic
XP Value: 40

Gnolls are tall, gangly goblin-kin which have been bred from a mixture of goblin and trollish blood. Whatever intelligence directed their creation in a long-past Age of the World managed to produce a species of viciously psychotic, freakishly strong, and slightly supernatural beings.

As a rule, gnolls are too undisciplined to be soldiers. A species of incurable psychopaths, they seem to find everything—from murdering innocents to having their own limbs hacked off in battle—unbearably funny, and their hissing, sucking laughter reminds one of a hyena’s howlings. Pain is nothing to a gnoll; they ignore it and keep fighting without effort.

A gnoll’s long limbs appear quite awkward; they border on the comical, loping around like backwards gorillas, their spindly arms propping them up from behind. But those thin limbs conceal powerful muscle (hence their +1 to damage with weapons), although they’re not as strong as true trolls.

Finally, all gnolls exhibit a queer supernatural power: they exude magical shadows (just gloom, not full magical darkness) around themselves at all times, out to a 20’ radius. Should gnolls be encountered anywhere which is already naturally shadowy (such as in most caves or dungeons, or anywhere outdoors at night), this grants gnolls double the chance to take enemies by surprise (67%, or 1–4 on 1d6). Of course, in broad daylight or bright light, the sight of moving blobs of shadow will have the opposite effect: under these circumstances, gnolls cannot surprise their enemies at all.


The Shade Isle Campaign jhiggins327 jhiggins327