Gnoll Claw Fighter: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
 
(14 intermediate revisions by 2 users not shown)
Line 6: Line 6:
   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 6
| Max-CR = 14


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
Line 23: Line 26:
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
Line 37: Line 40:
| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
Line 56: Line 60:
| Description | Gnolls are, in general, vile things.  But the Claw Fighter is the most animalistic of gnolls, the one closest to their hyena nature.  Claw Fighters wear the rudiments of clothing at best, crouch on all fours, and their speech is babyish, often interrupted by compulsive yipping giggles that are terrible to hear.  Perhaps the worst thing about Claw Fighters is that they are not stupid.  They are as intelligent as any Gnoll, and are fully aware of their degenerate state compared to other Gnolls.
| Description | Gnolls are, in general, vile things.  But the Claw Fighter is the most animalistic of gnolls, the one closest to their hyena nature.  Claw Fighters wear the rudiments of clothing at best, crouch on all fours, and their speech is babyish, often interrupted by compulsive yipping giggles that are terrible to hear.  Perhaps the worst thing about Claw Fighters is that they are not stupid.  They are as intelligent as any Gnoll, and are fully aware of their degenerate state compared to other Gnolls.


:Claw Fighters are hunched things that seem to never stand still.  They are always twitching and swaying, shuffling in little circles, their terrible eyes peering over toothy maws stretched wide by painful giggles and lolling tongues.  Claw Fighters would be MUCH better at stealth than they already are, if they could only stand still and stop giggling.  Even as it is, they are still uncomfortably good at creeping up on their victims.  Claw Fighters are eager cannibals, eating every sentient race including other gnolls.
Claw Fighters are hunched things that seem to never stand still.  They are always twitching and swaying, shuffling in little circles, their terrible eyes peering over toothy maws stretched wide by painful giggles and lolling tongues.  Claw Fighters would be MUCH better at stealth than they already are, if they could only stand still and stop giggling.  Even as it is, they are still uncomfortably good at creeping up on their victims.  Claw Fighters are eager cannibals, eating every sentient race including other gnolls.


:In Gnoll society, claw fighters are, weirdly enough, not looked down upon for their foibles.  Indeed, Claw Fighters are not exactly revered, but they are certainly respected.  Part of that might have to do with their absolute savagery in combat, which, combined with their horrible strained laughter, is very effective.
In Gnoll society, claw fighters are, weirdly enough, not looked down upon for their foibles.  Indeed, Claw Fighters are not exactly revered, but they are certainly respected.  Part of that might have to do with their absolute savagery in combat, which, combined with their horrible strained laughter, is very effective.
   }}</onlyinclude>
   }}</onlyinclude>


Line 73: Line 77:
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Humanoid
| Type | Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Gnoll
| Subtype | Gnoll
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
Line 191: Line 195:
   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


Line 248: Line 252:


| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




Line 295: Line 299:


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
Line 338: Line 342:


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
Line 381: Line 385:


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
Line 424: Line 428:


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
Line 476: Line 480:


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
Line 597: Line 601:
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Action-Required =  
| Ability-1-Action-Required = Standard Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
Line 604: Line 608:
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Once per encounter, the Claw Fighter may make a charge attack and use Giggling Charge.  As part of the Bite attack made in the Charge, the Gnoll may force the victim of the Giggling Charge to make a Will Save against a DC of {{Save-DC}}, regardless of whether the attack hits or misses.  Those who fail this Will Save are [[Baffled]] for one round.  Those who make this Will save are instead [[Dazzled]] for one round.  This is a sonic based mind-affecting power.
| Ability-1-Description = As a standard action, the Claw Fighter may make a charge combat maneuver and use Giggling Charge.  As part of the Charge, the Gnoll may force the victim of the Giggling Charge to make a Will Save against a DC of {{Save-DC}}, regardless of whether the combat maneuver hits or misses.  Those who fail this Will Save are [[Baffled]] for one round.  Those who make this Will save are instead [[Dazzled]] for one round.  This is a sonic based mind-affecting power.




Line 641: Line 645:
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Action-Required =  
| Ability-2-Action-Required = Automatic
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
Line 685: Line 689:
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-3-Action-Required =  
| Ability-3-Action-Required = Full Attack Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
Line 1,353: Line 1,357:


| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,386: Line 1,444:
| CombatTactics = Claw Fighter Gnolls are sly but eager combatants.  They will try to sneak up on victims if they can, although their stealth leaves a lot to be desired.  Once the battle is joined, they will use Giggling Charge to race to the attack on all fours, cackling the whole time, and try to inflict [[Baffled]] or [[Dazzled]] upon as many enemies as they can.
| CombatTactics = Claw Fighter Gnolls are sly but eager combatants.  They will try to sneak up on victims if they can, although their stealth leaves a lot to be desired.  Once the battle is joined, they will use Giggling Charge to race to the attack on all fours, cackling the whole time, and try to inflict [[Baffled]] or [[Dazzled]] upon as many enemies as they can.


:Once in melee, fighting Claw Fighters is a disorienting experience, as they will use Slink every round to set themselves up for Pack Attack flanking bonuses.  They are quite infuriating, especially with the constant giggling.  Even worse, Claw Fighters are not stupid.  If there are soft targets in a party, they will utterly ignore the heavily armored sorts and use Slink to go and attack the clothies mercilessly.  Wise opponents will seek to go 'back to back' against Claw Fighters, and unwise opponents will suffer.
Once in melee, fighting Claw Fighters is a disorienting experience, as they will use Slink every round to set themselves up for Pack Attack flanking bonuses.  They are quite infuriating, especially with the constant giggling.  Even worse, Claw Fighters are not stupid.  If there are soft targets in a party, they will utterly ignore the heavily armored sorts and use Slink to go and attack the clothies mercilessly.  Wise opponents will seek to go 'back to back' against Claw Fighters, and unwise opponents will suffer.


:Claw Fighters are not courageous, and will flee a battle without hesitation...if they think of it.  Claw Fighters love fighting and love killing things, and can easily become distracted in a fight to the point that they will fail to flee until it is far too late.
Claw Fighters are not courageous, and will flee a battle without hesitation...if they think of it.  Claw Fighters love fighting and love killing things, and can easily become distracted in a fight to the point that they will fail to flee until it is far too late.






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Gnolls live in large, loose, rambling encampments, in things sort of like yurts made of wood, bone, and raw, rotting skins. If they have been in one place for more than a few days, their burrowing instincts will prompt them to begin digging warrens under their yurts, and if they have been in place for a while the tunnels and chambers beneath are usually even larger than their territory above. Slaves are seen everywhere, miserable and bedraggled.  
| OutOfCombat = Gnolls live in large, loose, rambling encampments, in things sort of like yurts made of wood, bone, and raw, rotting skins. If they have been in one place for more than a few days, their burrowing instincts will prompt them to begin digging warrens under their yurts, and if they have been in place for a while the tunnels and chambers beneath are usually even larger than their territory above. Slaves are seen everywhere, miserable and bedraggled.  
Line 1,400: Line 1,458:
Claw Fighters are some of the most high-visibility Gnolls, even though there are lots of other kinds of Gnolls out there.  Their appearance and behavior, with the constant strained giggling, is frankly unnerving.  Even worse is their demeanor of murderous cannibalism. Everyone knows they eat sentients, and like it.  
Claw Fighters are some of the most high-visibility Gnolls, even though there are lots of other kinds of Gnolls out there.  Their appearance and behavior, with the constant strained giggling, is frankly unnerving.  Even worse is their demeanor of murderous cannibalism. Everyone knows they eat sentients, and like it.  


:As a result, quite a few Claw Fighters wind up working as 'muscle' for more civilized types. Even though they are true horror shows, they are not stupid and can be made to restrain themselves.  They make great threatening henchmen, and can be found in the company of unsavory sorts for lots of reasons, none of them good.
As a result, quite a few Claw Fighters wind up working as 'muscle' for more civilized types. Even though they are true horror shows, they are not stupid and can be made to restrain themselves.  They make great threatening henchmen, and can be found in the company of unsavory sorts for lots of reasons, none of them good.





Latest revision as of 21:32, 4 February 2023

Gnoll Claw Fighter (CR 9)

Chaotic Evil - Medium - Humanoid (Gnoll)
Lore: Know (Local)
17 33
Basic DC Full DC
Initiative
Initiative Icon 2.png
16
Perception:
24 +14
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
27
Man Def
Shield Icon 3.png
26
Monster Health
178 89 14
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +11
Refl: +6
Will: +6

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+15
Sword Icon 3.png
Man Off
+14
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Gnoll Bite +15 (2d10+12/x2)
    as crushing (physical, common)

Full Attack (Melee):

  • 1x Gnoll Bite +15 (2d10+12/x2)
    as crushing (physical, common)
  • 2x Gnoll Claws +15 (2d6+5/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

19
STR
15
DEX
14
CON
9
INT
12
WIS
8
CHA

Skills:

Languages: Gnoll

Feats:

Special Abilities

Giggling Charge (Su) Standard Action

As a standard action, the Claw Fighter may make a charge combat maneuver and use Giggling Charge. As part of the Charge, the Gnoll may force the victim of the Giggling Charge to make a Will Save against a DC of 19, regardless of whether the combat maneuver hits or misses. Those who fail this Will Save are Baffled for one round. Those who make this Will save are instead Dazzled for one round. This is a sonic based mind-affecting power.

Pack Attack (Ex) Automatic

Any time a Claw Fighter would receive a bonus to-hit for a Flank, it doubles the to-hit bonus, to +4 instead of +2.

Slink (Su) Full Attack Action

As a full-attack action, the gnoll may use its animalistic nature to drop to all fours and Slink to the attack against its enemies. It may move up to 15 feet without provoking attacks of opportunity, and take a full attack (claw/claw/bite) at any point during the movement. If it desires, it may make all these attacks upon a single enemy, or it may spread them among enemies it passes as it wishes. All attack bonuses (such as for flanking) are calculated for each square in which the gnoll makes an attack.

Gnoll Claw Fighter

Gnoll Claw Fighter

Gnolls are, in general, vile things. But the Claw Fighter is the most animalistic of gnolls, the one closest to their hyena nature. Claw Fighters wear the rudiments of clothing at best, crouch on all fours, and their speech is babyish, often interrupted by compulsive yipping giggles that are terrible to hear. Perhaps the worst thing about Claw Fighters is that they are not stupid. They are as intelligent as any Gnoll, and are fully aware of their degenerate state compared to other Gnolls.

Claw Fighters are hunched things that seem to never stand still. They are always twitching and swaying, shuffling in little circles, their terrible eyes peering over toothy maws stretched wide by painful giggles and lolling tongues. Claw Fighters would be MUCH better at stealth than they already are, if they could only stand still and stop giggling. Even as it is, they are still uncomfortably good at creeping up on their victims. Claw Fighters are eager cannibals, eating every sentient race including other gnolls.

In Gnoll society, claw fighters are, weirdly enough, not looked down upon for their foibles. Indeed, Claw Fighters are not exactly revered, but they are certainly respected. Part of that might have to do with their absolute savagery in combat, which, combined with their horrible strained laughter, is very effective.

Combat Tactics

Claw Fighter Gnolls are sly but eager combatants. They will try to sneak up on victims if they can, although their stealth leaves a lot to be desired. Once the battle is joined, they will use Giggling Charge to race to the attack on all fours, cackling the whole time, and try to inflict Baffled or Dazzled upon as many enemies as they can.

Once in melee, fighting Claw Fighters is a disorienting experience, as they will use Slink every round to set themselves up for Pack Attack flanking bonuses. They are quite infuriating, especially with the constant giggling. Even worse, Claw Fighters are not stupid. If there are soft targets in a party, they will utterly ignore the heavily armored sorts and use Slink to go and attack the clothies mercilessly. Wise opponents will seek to go 'back to back' against Claw Fighters, and unwise opponents will suffer.

Claw Fighters are not courageous, and will flee a battle without hesitation...if they think of it. Claw Fighters love fighting and love killing things, and can easily become distracted in a fight to the point that they will fail to flee until it is far too late.

Out of Combat

Gnolls live in large, loose, rambling encampments, in things sort of like yurts made of wood, bone, and raw, rotting skins. If they have been in one place for more than a few days, their burrowing instincts will prompt them to begin digging warrens under their yurts, and if they have been in place for a while the tunnels and chambers beneath are usually even larger than their territory above. Slaves are seen everywhere, miserable and bedraggled.

They typically have a few large cooking pits where they char meat, and large open areas in which they circle and snarl, or preen. From these semi-nomadic camps, they strike out in loose bands, of varying composition and size, to prowl and hunt all their territory. Gnolls are strong and vicious, and if they were better organized could be a major threat, but as they are, even orcs can easily drive them away with numbers and tactics. Woe betide the weak and unwary when gnolls are around.

Claw Fighters are some of the most high-visibility Gnolls, even though there are lots of other kinds of Gnolls out there. Their appearance and behavior, with the constant strained giggling, is frankly unnerving. Even worse is their demeanor of murderous cannibalism. Everyone knows they eat sentients, and like it.

As a result, quite a few Claw Fighters wind up working as 'muscle' for more civilized types. Even though they are true horror shows, they are not stupid and can be made to restrain themselves. They make great threatening henchmen, and can be found in the company of unsavory sorts for lots of reasons, none of them good.

Rewards

XP: 6,400

Treasure: Sellable Goods worth 5,125 gp.

Weight: 90 lbs.     Volume: 3.6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)