```metadata
title: Gnoll Variants
description: >-
Gnoll Savages, Huntresses, and Bloodfurs - new gnolls for your variety and
displeasure.
tags: []
systems:
- 5e
renderer: V3
theme: 5ePHB
```
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```
### Variant Gnolls
Though they appear to be creatures of flesh and blood, gnolls are demonspawn, fiends from the abyss given physical form to better serve their master. Theirs is an existence free of doubt, thought, or anything but the desire to kill, feed, and multiply for the glory of Yeenoghu, and the hunger, the endless hunger that drives them ever onwards. Pity them if you must, but expect none in return - you have nothing to offer them but your own death.
##### Gnoll Savage
The runts of a gnoll pack, savages must make up for their lacking strength and size with quickness and ruthlessness. They tend to keep to the flanks of a battle, looking for opportunities to surround enemies or, conversely, charge straight through with surprising nimbleness to get at the vulnerable targets in the back.
##### Gnoll Huntress
Predominantly female, huntresses are among the biggest and toughest gnolls in a pack. In battle, they serve as a frontline, always happy to use their powerful jaws to drag enemies out of position or prevent their victims from easily escaping.
##### Gnoll Bloodfur
Named for the foul symbols they paint themselves with, bloodfurs are the standard bearers of Yeenoghu. Though they are potent combatants, and their weapons hold unholy blessings, they tend to strategically hold position behind a battleline, attacking at range and defending their planted icons as they empower the pack by chanting savage and baying prayers to Yeenoghu.
{{note
[Gnolls](https://www.artstation.com/artwork/mL50a "Savages, savages, barely even human") - Karlos Warlock /
[Gnoll Raiders](https://www.artstation.com/artwork/mL50a "Yes, plural") - Brian Valeza
Uses stains by [Jared Ondricek](https://watercolors.giantsoup.com "Jared Ondricek").
:
***Y**et **A**nother **v**on**B**oomslang **O**riginal - [More here!](https://www.gmbinder.com/share/-NAEglrmxO4IqdywOILv)*
}}
\column
{{monster,frame,
## Gnoll Savage
*Medium fiend, chaotic evil*
___
**Armor Class** :: 14 (hide armor)
**Hit Points** :: 22 (5d8)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|11 (+1)|14 (+2)|11 (+0)|6 (-2)|10 (+0)|7 (-2)|
___
**Skills** :: Acrobatics +4, Stealth +4
**Senses** :: darkvision 60 ft., passive Perception 10
**Languages** :: Gnoll
**Challenge** :: 1/2 (100 XP)
___
### Actions
***Multiattack.*** The gnoll savage makes two different melee attacks.
:
***Crippling Bite (1/turn).*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one creature. *Hit* 4 (1d4 + 2) piercing damage and the target's speed is reduced by 10 feet until the end of its next turn.
:
***Handaxe.*** *Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage,
:
***Shortsword.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage.
### Bonus Actions
***Quick Hop.*** The gnoll savage jumps 5 feet, or 10 with a running start, without expending movement or provoking opportunity attacks.
:
***Rampage.*** After hitting a creature with a weapon attack, if the target is then below half its maximum hit points, the gnoll can move up to half its speed and make a bite attack.
}}
\page
{{monster,frame
## Gnoll Huntress
*Medium fiend, chaotic evil*
___
**Armor Class** :: 15 (hide armor, shield)
**Hit Points** :: 32(5d8 + 10)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|15 (+2)|12 (+1)|14 (+2)|6 (-2)|10 (+0)|7 (-2)|
___
**Skills** :: Athletics +4, Survival +2
**Senses** :: darkvision 60 ft., passive Perception 10
**Languages** :: Gnoll
**Challenge** :: 1/2 (100 XP)
___
### Actions
***Flail.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 6 (1d8 + 2) bludgeoning damage.
:
***Grasping Bite (1/turn).*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one creature. *Hit* 4 (1d4 + 2) piercing damage. *Hit or miss* The target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the result of the attack roll or is grappled (escape DC 14) until the end of the turn.
:
***Javelin.*** *Ranged Weapon Attack:* +4 to hit, range 30/120ft., one target. *Hit* 5 (1d6 + 2) piercing damage.
### Bonus Actions
***Rampage.*** After hitting a creature with a weapon attack, if the target is then below half its maximum hit points, the gnoll can move up to half its speed and make a bite attack.
}}
{{height:400px}}
{{monster,frame
## Gnoll Bloodfur
*Medium fiend, chaotic evil*
___
**Armor Class** :: 15 (chain shirt)
**Hit Points** :: 66 (12d8+12)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|16 (+3)|14 (+2)|13 (+1)|8 (-1)|11 (+0)|14 (+2)|
___
**Saving Throws** :: Str +5, Dex +4, Con +3, Int +1, Wis +4, Cha +6
**Skills** :: Persuasion +4, Religion +2
**Senses** :: darkvision 60 ft., passive Perception 10
**Languages** :: Abyssal, Common, Gnoll
**Challenge** :: 2 (450 XP)
___
***Aura of Enmity.*** The bloodfur is surrounded by an aura of demonic enmity. Other creatures within 10 feet of it which have the Rampage bonus action can use it anytime they make a weapon attack, even if they miss or the target is above half its hit points maximum. Creatures without it are infected by the aura and suffer the following effects:
- They treat all other creatures as hostile and are not considered willing targets for any effect.
- If a creature leaves their reach, they must succeed on a DC 12 Wisdom saving throw against charm or be compelled to make an opportunity attack, using a held weapon if able.
- They cannot willingly leave the area unless they first succeed on a DC 12 Wisdom saving throw against charm.
:
***Vile Smite (Recharge 5-6).*** On a hit with a weapon attack, the bloodfur can deal an extra 9 (2d8) necrotic damage, and an additional 4 (1d8) if the target is fey or celestial
### Actions
***Battleaxe.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft. , one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands, plus 4 (1d8) necrotic damage.
:
***Javelin.*** *Ranged Weapon Attack:* +5 to hit, range 30/120ft., one target. *Hit* 6 (1d6 + 3) piercing damage plus 4 (1d8) necrotic damage.
:
***Vile Bite (1/turn).*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one creature. *Hit* 5 (1d4 + 2) piercing damage, plus 4 (1d8) necrotic damage. Additiontally, the bloodfur recharges its Vile Smite feature and the target has disadvantage on saving throws against the Aura of Enmity until they leave its area.
:
***Plant Icon.*** The bloodfur plants a foul Icon of Yeenoghu in its space. While the bloodfur remains within 10 feet of he icon, its Aura of Enmity affects an area within 30 feet of the icon. The icon is a Medium object which does not occupy its space. The bloodfur can retrieve it as an action, and other creatures can attempt to topple it. Toppling the icon is an unarmed melee attack against an AC of 10, which provokes opportunity attacks. Any damage dealt by those attacks increases the icon's AC. On a hit, the icon is ceases to function until retrieved and replaced.
### Bonus Actions
***Rampage.*** After hitting a creature with a weapon attack, if the target is then below half its maximum hit points, the gnoll can move up to half its speed and make a bite attack.
}}