# The Patrol
Years past, the Warden stumbled upon an injured gnoll, separated from their clan and disoriented by the shifting trees of the far wood. The months trickled past, and the gnoll was able to eventually get back on their feet - one paw, and a wooden prosethetic carved from the heartwood of the inner trees. The Warden's kindness seeped in, and the gnoll took up an unusual promise; to protect another. 

The Patrol does just that, circling the far edges of the forest and investigating any signs of intrusion. The pack of gnolls have fallen far from the blood thirsty reign of Yeenoghu's direction, but old habits die hard and the Patrol will not hesitate to remove what they perceive to be a viable threat to the forest itself. 

Unlike traditional gnoll groups in the past, the Patrol are clever, coordinated creatures, relying on each other and reminisce of a family group verses a battalion of hungry brutes. Wanderers of the forest and eaters of carrion, the gnolls show effects from long-term exposure to the wood and the magic within it, corrupting the appearance. 
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> ## The Patrol
>*Medium humanoid (gnoll), chaotic neutral*
> ___
> - **Armor Class** 14 (hide armor)
> - **Hit Points** 60 (8d8+24)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|14 (+2)|16 (+3)|14 (+2)|16 (+3)|8 (-1)|
>___
> - **Saving Throws** Con +6, Str +7
> - **Skills** Athletics +7, Perception +6, Stealth +5
> - **Condition Immunities** frightened
> - **Damage Resistances** nonmagical bludgeoning, slashing and piercing
> - **Senses** Darkvision 60ft., passive perception 13
> - **Languages** Abyssal, Gnoll
> - **Challenge** 7 (2,900 XP)
> ___
> ***Pack Tactics***. A member of the Patrol has advantage on an attack roll against a creature if at least one of the Patrol's allies is within 5 feet of the creature and the ally isn't incapacitated.
> 
> ***Rampage***. When the gnoll reduces a creature to 0 hit points with a melee attack on their turn, the gnoll can take a bonus action to move up to half their speed and make a bite attack.
> ***
>### Reactions
> ***Family Affair.*** When an ally of the Patrol within 10 feet is reduced to lower than half their total hit points, the Patrol can use up to half their movement and make a melee weapon attack against the ally's nearest enemy. 
> ***
> ### Actions
> ***Multiattack***. The Patrol makes three attacks: two with their shortsword and one with their bite, or three attacks with their longbow. 
>
> ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 12 (3d6) necrotic damage.
> 
> ***Shortsword.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
>
> ***Longbow.*** *Ranged Weapon Attack:* +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn.

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___
___
> ## Patrol Captain
>*Medium humanoid (gnoll), chaotic good.*
> ___
> - **Armor Class** 16 (studded leather)
> - **Hit Points** 111 (13d8+52)
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|16 (+3)|18 (+4)|14 (+2)|18 (+4)|20 (+5)|
>___
> - **Saving Throws** Cha +11, Dex +9, Wis +10
> - **Skills** Deception +11, Insight +11, Perception +10, Stealth +9
> - **Condition Immunities** charmed, frightened, paralyzed
> - **Damage Immunities** nonmagical bludgeoning, slashing and piercing
> - **Damage Resistances** necrotic
> - **Senses** darkvision 60ft, tremorsense 30ft, Passive perception 20.
> - **Languages** Abyssal, Common, Gnoll
> - **Challenge** 13 (10,000XP)
> ___
> ***Blood Frenzy.*** The Captain has advantage on melee attack rolls against any creature that doesn't have all its hit points.
>
> ***Expert Traveler.*** The Patrol Captain is able to ignore nonmagical difficult terrain. In addition, they can ignore magical terrain created by the forest itself. 
>
> ***Innate Spellcasting.*** The captain's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The captain can innately cast the following spells, requiring no material components:
>
> At will: alter self, cause fear, eldritch blast (at 11th level), hex, false life
>
>3/day each: death ward, hellish rebuke, hex, locate creature
>
>1/day each: circle of death, enthrall, suggestion
>
> ***Legendary Resistance 2/day.*** If the Captain fails a saving throw, they can choose to succeed instead. 
>
> ***The Other Side.*** The Captain channels the old life of the forest, using their knowledge of the dead to give their allies aide. Using an action, the Patrol Captain can cast *Danse Macabre* once per day, requiring no components or concentration, out to range of 120ft regardless of whether the Captain can physically see the remains or not. 
> 
>***War Magic.*** When the Captain uses their action to cast a cantrip, they can also take a bonus action to make one weapon attack.
>
> ### Actions
> ***Multiattack***. The Captain makes two attacks: one with its longsword and one with its shortsword.
>
> ***Longsword.*** *Melee Weapon Attack*: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
>
> ***Shortsword.*** *Melee Weapon Attack*: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.