Hellsworn Gnoll
Simple Monster, XP 1500
Level 6 (+4)
"Wait ...look again. No ...we can’t attack yet, there’s something off about those ones over there. Their manes, black and red? I smell sulfur about as well, they may have allied with demons!"
——Reginald Vasker III, mage
Gnoll warriors that have made dark pacts in exchange for demonic power, they are short-tempered, eager for violence, and far more predatory than normal Gnolls. Their bodies swell with infernal energies, their patch fur taking on a dark red hue, growing almost needle sharp and coarse. They fight with a ruthless cunning a step above their ordinary kin, imbuing their powerful ranged and melee attacks with pure unholy energy. The stuff visibly seeps through their pores and eventually infuses all their equipment as their body slowly corrodes from the inside out.
Awareness
18
Senses
Darkvision
Initiative
15/1d10
Hitpoints: 70
Healing Value: 14
Resilience: +4
Morale
1
AC
20/24
|
Touch
17
|
Fort
17
|
Reflex
17
|
Will
15
|
Defenses
Resistances: Weapon (5, overcome by Cold Iron), Cold (5), Fire (5). Pain Resist (1)
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
20 / 23
|
DEX
13 / 16
|
CON
15 / 18
|
INT
10 / 11
|
WIS
9 / 10
|
CHA
10 / 11
|
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+9 vs AC
Greataxe Swipe
1d10 + 14 (avg 20) Chopping damage
Melee Reach 5ft • One creature
The Gnoll Hellsworn takes a brutal swipe into its enemy's flesh.
+8P vs AC
Longbow
1d10 + 6 (avg 12) Piercing damage
Range 250ft • One creature
The Gnoll Hellspawn launches a thick, jagged arrow from its bow.
1d10 + 14 (avg 20) Bludgeoning damage
Grapple +8
Special Attacks (3 AP)
+9 vs AC
Smite Good • Advanced
4d10 + 14 (avg 36) Vile damage
Melee Reach 5ft • One creature
The Gnoll Hellsworn makes an infernally charged attack against a creature with its Battleaxe, sundering their flesh with Vile energy.
+8P vs AC
Infernal Arrow • Advanced
4d10 + 6 (avg 28) Vile damage
Range 250ft • One creature within range.
The Gnoll Hellsworn infuses their arrow with putrid, vile energy, and fires it into their victim.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
|
Skirmish
35 ft
|
Sprint
55 ft
|
Overland Movement
30 mi/day
Qualities
- Fiendish Resistance: Damage Reduction to Weapon (overcome by Cold Iron), Cold and Fire damage. (inc)
- Pain Tolerance: Gain Pain Resistance (1). (inc)
- Keen Senses: Gain a +2 racial bonus to Awareness, Spot, and Listen checks. (inc)
- Natural Armor: AC +1/+1 (inc)
Skills: Balance R2 (+2), Climb R3 (+5), Jump R3 (+5), Riding R1 (-1), Tumble R1 (-1), Listen R3 (+8), Spot R3 (+8), Hunting R4 (+9), Survival R4 (+9), Investigate R2 (+4), Knowledge: Hells R4 (+8), Coercion R3 (+8), Manipulation R2 (+4), Bravery R2 (+5), Intuition R1 (+2), Suspicion R3 (+6)
Feats: Tough, Heavy Hitter
Philosophies: Rank 1 Mental, Rank 3 Physical, Rank 4 Infernal
Combat Training: Melee 1, Ranged 1, Parry 3, Fort 1, Reflex 1, Will 1
Wits: +2, Brawn: +9
Equipment: Bone Armor, Greataxe, Longbow
Charm
0
|
Coercion
+8
|
Deception
0
|
Manipulation
+4
|
Persuasion
0
|
Aloofness
0
|
Bravery
+5
|
Intuition
+2
|
Tolerance
0
|
Suspicion
+6
|
Social
Composure: 13
Languages: Gnoll
Motives: Conquer territory, protect tribe
Prejudices:
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