Gnoll Whelp

Gnoll Whelp
Level 1 (+1)
"They seemed to delight in his suffering as the others teased and bit at him, after a good long while they left him alone to continue his work. Feeling sorry for the creature I approached to see if it needed aid. Anyways, that's the story of how I lost my left arm."
——Sheila Crasatus, Retired Humanitarian
A Whelp is a term given to a small, weak animal of it's species. While this technically describes a Gnoll civilian, a Gnoll is still a Gnoll, as most seasoned adventurers would say. These creatures are typically found gathering or assisting other bigger, more powerful gnolls, and are often beaten and abused by their peers. As such, they are prone to lashing out at a weakened outsider just as much, if not more so as the rest of their kind. While generally cowardly and weaker then the rest of their kind, an unwary traveler can be set upon and torn to shreds by even the weakest group of gnolls, especially since the Whelp typically has the poorest choice of scraps within his tribe.
Awareness
17
Senses
Darkvision
Initiative
12/1d10
Hitpoints: 17
Healing Value: 3
Resilience: +2
Morale
1
AC
13/13
Touch
12
Fort
11
Reflex
12
Will
11
Defenses
Resistances: Pain Resist (1)
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
12 / 14
DEX
13 / 15
CON
11 / 13
INT
9 / 10
WIS
10 / 11
CHA
10 / 11
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+3 vs AC (ArN 2)
Battleaxe
1d10 + 2 (avg 8) Chopping damage
Melee Reach 5ft • One creature
The Gnoll Whelp swing its Battleaxe with vicious enthusiasm
1d10 + 2 (avg 8) Bludgeoning damage
Grapple +2
Special Attacks (3 AP)
+3 vs AC (ArN 3)
Feral Strike  • Basic
1d10 + 2 (avg 8) Chopping damage
Melee Reach 5ft • One creature
Calling upon its bestial nature, the Gnoll Whelp drives into its enemy with animalistic fury. On a hit, the Target is Dazed for 1 Segment.
+3 vs AC (ArN 3)
Pick up the Scraps [1/rest]  • Basic
2d10 + 2 (avg 13) Chopping damage
Melee Reach 5ft • One creature
Weaker Gnolls learn to exploit their enemies as a matter of survival. If the target has been hit this round, the Gnoll Whelp gains an Advantage for this attack.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
50 ft
Overland Movement
30 mi/day
Qualities
  • 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: Climb R1 (+2), Jump R1 (+3), Listen R2 (+6), Spot R3 (+8), Hunting R2 (+5), Survival R3 (+6), Coercion R1 (+2), Deception R1 (+2), Bravery R1 (+2), Intuition R1 (+2)
Feats: Tough
Philosophies: Rank 1 Mental, Rank 2 Physical
Combat Training: None
Wits: +2, Brawn: +4
Equipment: Battleaxe
Charm
0
Coercion
+2
Deception
+2
Manipulation
0
Persuasion
0
Aloofness
0
Bravery
+2
Intuition
+2
Tolerance
0
Suspicion
0
Social
Composure: 11
Languages: Gnoll
Motives: Conquer territory, protect tribe
Prejudices:


    Gnoll Characteristics

    Gnolls are large, sinister humanoids that resemble Hyenas, typically around 7 to 8 feet in height and around 300 pounds in weight. They are nocturnal creatures much like their Hyena relatives, but will hunt in the day if necessary. Their heads are that of the animal, but their bodies are closer to that of a man, excluding their hind quarters and the brown or yellow matted fur that covers their bodies. Gnolls are dangerous, aggressive creatures with a predatory pack mentality. To make matters worse they are intelligent and cunning, often laying out traps for their victims, then attacking with abandon as they taunt their opponents with the heckling akin to a jackal.


    History

    Gnolls are largely known for their habit of teaming up with other evil humanoids such as Orcs, Trolls, Goblins and even Giants, as their powerful bodies and violent, reckless nature make them ideal front line attackers. These alliances are often shaky at best, however, as Gnolls tend to think with their stomachs first, and have been known to turn on their allies if they see a good meal, sometimes if they see their allies as a good meal themselves. Despite being powerful combatants, Gnolls have not made much of an impact on the world around them, quite possibly due to their general disorganization and below average intelligence. They seem content for the most part to simply inflict mayhem wherever they tread and consume what they kill. Some sages suspect that they are waiting to serve the purposes of an ancient eastern god long forgotten should he arise to prominence again. Ancient texts and wall paintings found in distant tombs far away from the general gnoll population suggest as much, but why and how they came to reside further to the west is a mystery, and gnolls are not prone to explaining themselves to outsiders.

    Culture

    Gnolls were mostly a tribal community upon first discovery, but have since become slightly more industrious after introducing themselves to the ways of civilization through conquering and pillaging. They reside mostly in fortified encampments that they construct themselves. Leadership is taken by an Alpha of the pack in most cases, usually the largest and most dangerous of the Gnolls, although leadership is a term used loosely when describing the Hierarchy of such a society. Leaders are replaced just as soon as they display weakness, most often from being devoured by the usurper amongst the cackling approval of his or her peers. Gnolls live be the creed "What is taken, is earned", and this applies to each other as well as those that they eat or enslave. It is fortunate for most that Gnolls prefer long, rolling plains far away from larger settlements.