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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 6
[[Category:CR 6]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Gnoll Huntmaster


[[Image:Gnoll_Huntmaster_1.png|384px|right|xx]]
| Image = Gnoll_Huntmaster_1.png
== Gnoll Huntmaster (CR 6) ==
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
Gnoll Huntmasters are the most wide-ranging, adventurous, and sneakiest of the common Gnolls. They are the ones who scout new lands, find new victims, and supply the pack with fresh meat and slaves, in whatever order seems most convenient.


Huntmasters are skilled in the wilderness, having good survival skills, keen senses, and considerable stealth.  Their learned nature and long hours spent in slow stalks tend to make them rather 'dainty' compared to their fellow gnolls, but they more than make up for that shortcoming with their skillful use of weapons.
| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


| Description = Gnoll Huntmasters are the most wide-ranging, adventurous, and sneakiest of the common Gnolls.  They are the ones who scout new lands, find new victims, and supply the pack with fresh meat and slaves, in whatever order seems most convenient.


=== GENERAL ===
:Huntmasters are skilled in the wilderness, having good survival skills, keen senses, and considerable stealth.  Their learned nature and long hours spent in slow stalks tend to make them rather 'dainty' compared to their fellow gnolls, but they more than make up for that shortcoming with their skillful use of weapons.
'''CR''' 6  '''Hit Dice''' 9


'''XP''' 2,400


CE, Medium, Monstrous Humanoid
| Alignment = Chaotic Evil
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


'''Init''' +3; '''Senses''' low-light, Perception +14
| Size = Medium
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


| Type = Monstrous Humanoid
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


=== DEFENSE ===
| Subtype =  
'''AC''' 24, '''touch''' 15, '''flat-footed''' 20 (+4 armor, +4 dex, +5 natural, +1 deflection)
  <!--If any-->


'''hp''' 82
| NudgeInit = 3
  <!--CR 6 INITIATIVE = +3 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Fort''' +9, '''Ref''' +5, '''Will''' +5
| Senses = [[Low-Light Vision]]
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->


'''Aura:''' -
| NudgePerception = 5
  <!--CR 6 PERCEPTION = +9 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''SR:''' -
| NudgeAC =
  <!--CR 6 AC = 24 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Defenses:''' -
| NudgeTouchAC =
  <!--CR 6 TOUCH AC = 15 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Immunities:''' -
| NudgeFFAC =
  <!--CR 6 FLAT-FOOTED AC = 20 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Weaknesses:''' -
| NudgeHitPoints =
  <!--CR 6 HIT POINTS = 82 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->




=== OFFENSE ===
<!--  SAVING THROWS  -->
'''Speed''' 30 ft, Swim 20 ft.


'''Space / Reach:'''  5 ft. / 5 ft.
| Fort = S
| Refl =
| Will =
  <!--CR 6 STRONG SAVE = +9; WEAK SAVE = +5 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Single Melee''' Spear +11 (1d8+8/19-20x2)
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Full Melee''' Spear +11 (1d8+8/19-20x2)
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Ranged''' Pilum +11 (1d8+9/x2), range increment 30 feet, + Bristling Strike 
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Full Ranged''' 2 x Pilum +11 (1d8+9/x2), range increment 30 feet, + Bristling Strike
| SpecialDefenses =
  <!--Put any DR or ER values here-->


'''Special Attacks''' Bristling Strike
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Action Points''' 0
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->


| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->


=== STATISTICS ===
| WeakAgainst =  
'''Str''' 16, '''Dex''' 16, '''Con''' 14, '''Int''' 8, '''Wis''' 16, '''Cha''' 8
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


'''Base Atk''' +6; '''CMB''' +10; '''CMD''' 20
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any))-->


'''Feats''' Precise Shot (EFFECT: Take no penalties for ranged attacks into melee combat)
| MoveTypes = Walk 30 ft., [[Lesser Swim]] 20 ft
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


'''Skills''' Stealth +14, Survival +14
| NudgeSpace =
  <!--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 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)-->


'''Languages''' Gnoll
| NudgeReach =
  <!--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 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)-->




=== SPECIAL ABILITIES ===
; Bristling Strike (Ex)
When a Gnoll Huntmaster successfully damages an enemy with his Pilum attack, that enemy is considered to be flanked by any gnoll that moves adjacent to it.  This flank persists until the beginning of that enemies next action.


<!--  GENERAL ATTACK INFORMATION  -->


=== TREASURE ===
| MeleeOrNatural = Melee
sell value of approximately 1,875 gp
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->


| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


=== COMBAT TACTICS ===
| IgnoreSecondary =  
In battle, Gnoll Huntmasters will use Stealth to stay out of melee if at all possible.  They will retreat, taking move actions or five foot steps, and making ranged attacks or full ranged attacks. If forced into melee, they will use their spears.
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->


As an interesting note, Gnoll Huntmasters are full aware of their Bristling Strike power, and will almost always hold their actions, if at range, until after some or most of their enemies have acted.  They will then use ranged attacks to force flanks on enemies for their fellow gnolls in melee to exploit.  It is a simple but nasty tactic, and one that is hard to defend against.
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Gnoll Spear
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
 
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 6 PRIMARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 6 PRIMARY NATURAL DAMAGE = 1d8+7 -->
  <!--CR 6 PRIMARY MELEE DAMAGE = 1d8+8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly =
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 6 SECONDARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 6 SECONDARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 6 TERTIARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 6 TERTIARY NATURAL DAMAGE = 1d8+7 -->
  <!--CR 6 TERTIARY MELEE DAMAGE = 1d8+8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 6 QUATERNARY TO-HIT = +11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 6 QUATERNARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName = Bristling Pilum
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack = Y
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIncrementDistance = 30 ft.
  <!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first-->
 
| RangedAtkNumberOfIncrements = 5
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| RangedAtkNotes = plus Bristling Strike
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 6 RANGED TO-HIT = +11 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage = hi
  <!--CR 6 RANGED DAMAGE = 1d8+8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
 
| SiegeAtkName =
  <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
 
| SiegeAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
 
| SiegeAtkIncrement =
  <!--Only used of above field is not blank; Range increment in feet (e.g. 20 ft.); max range is calculated from this-->
 
| SiegeAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| NudgeSiegeCMB =
  <!--CR 6 SIEGE CMB = +10 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSiegeDamage =
  <!--CR 6 SIEGE DAMAGE = 1d2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 16
| Dex = 16
| Con = 14
| Int = 8
| Wis = 16
| Cha = 8
 
| NudgeCMB =
  <!--CR 6 CMB = +10 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 6 CMD = 20 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 = Precise Shot
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Stealth
| Skill2 = Survival
| Skill3 =
| Skill4 =
 
| NudgeSkill1 = 5
| NudgeSkill2 = 5
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 6 SKILLS = +9 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages =
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Bristling Strike
 
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = When a Gnoll Huntmaster successfully damages an enemy with his Pilum attack, that enemy is considered to be flanked by any gnoll that moves adjacent to it.  This flank persists until the beginning of that enemy's next action.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special1SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special1StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name =
 
| Ability-2-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special2SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special2StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name =
 
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special3SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special3StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special4SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special4StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special5SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special5StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special6SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special6StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special7SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special7StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special8SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special8StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 6 = +11
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 6 = +7
        {{#var:Special9SaveDC}}      Save DC      @ CR 6 = 16
        {{#var:Special9StandardDmg}} Std Damage  @ CR 6 = 3d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 6 = 1d6+1
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 6 = 6d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = In battle, Gnoll Huntmasters will use Stealth to stay out of melee if at all possible.  They will retreat, taking move actions or five foot steps, and making ranged attacks or full ranged attacks.  If forced into melee, they will use their Gnoll spears.
 
:As an interesting note, Gnoll Huntmasters are fully aware of their Bristling Strike power, and will almost always hold their actions, if at range, until after some or most of their enemies have acted.  They will then use ranged attacks to force flanks on enemies for their fellow gnolls in melee to exploit.  It is a simple but nasty tactic, and one that is hard to defend against.
 
 
 
 
<!--  OUT OF COMBAT  -->
 
| OutOfCombat = Gnoll Huntmasters make excellent and nasty random encounters.  Their stealth and tracking is quite good, and they can be very useful 'harrying' forces to bedevil a party in the wild, with one Gnoll hanging back in each battle to run away and bring still more Gnolls.  Huntmasters are wide-ranging, and it is not unusual to see them meeting with orcs, goblins, bugbears, and all other manner of monsters and beasts.  Their Bristing Strike power only really works with other Gnolls, but they provide a solid ranged attack ability for other types of monsters even without it.
 
 
}}

Revision as of 00:12, 14 November 2016

Gnoll Huntmaster (CR 6)

Chaotic Evil - Medium - Monstrous Humanoid
Lore: Know (Nature)
12 27
Basic DC Full DC
Initiative
Initiative Icon 2.png
13
Perception:
25 +15
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
22
Man Def
Shield Icon 3.png
22
Monster Health
81 40 9
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +9
Refl: +4
Will: +4

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+10
Sword Icon 3.png
Man Off
+10
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Gnoll Spear +10 (1d8+6/19-20 x2)
    as undefined damage type

Full Attack (Melee):

  • 3x Gnoll Spear +10 (1d8+6/19-20 x2)
    as undefined damage type

Standard Attack (Ranged):

  • 1x Bristling Pilum +10 (0/19-20 x2)
    as undefined damage type
    Expression error: Unrecognized word "ft".
    plus Bristling Strike

Full Attack (Ranged):

  • 3x Bristling Pilum +10 (1d8+6/19-20 x2)
    as undefined damage type
    Expression error: Unrecognized word "ft".
    plus Bristling Strike

Siege Damage: Not siege capable

Statistics

16
STR
16
DEX
14
CON
8
INT
16
WIS
8
CHA

Skills:

Languages:

Feats:

  • Precise Shot (EFFECT: No penalty for shooting into melee at any range.)

Special Abilities

Bristling Strike (Ex)

When a Gnoll Huntmaster successfully damages an enemy with his Pilum attack, that enemy is considered to be flanked by any gnoll that moves adjacent to it. This flank persists until the beginning of that enemy's next action.

Gnoll Huntmaster

Gnoll Huntmaster

Gnoll Huntmasters are the most wide-ranging, adventurous, and sneakiest of the common Gnolls. They are the ones who scout new lands, find new victims, and supply the pack with fresh meat and slaves, in whatever order seems most convenient.

Huntmasters are skilled in the wilderness, having good survival skills, keen senses, and considerable stealth. Their learned nature and long hours spent in slow stalks tend to make them rather 'dainty' compared to their fellow gnolls, but they more than make up for that shortcoming with their skillful use of weapons.

Combat Tactics

In battle, Gnoll Huntmasters will use Stealth to stay out of melee if at all possible. They will retreat, taking move actions or five foot steps, and making ranged attacks or full ranged attacks. If forced into melee, they will use their Gnoll spears.

As an interesting note, Gnoll Huntmasters are fully aware of their Bristling Strike power, and will almost always hold their actions, if at range, until after some or most of their enemies have acted. They will then use ranged attacks to force flanks on enemies for their fellow gnolls in melee to exploit. It is a simple but nasty tactic, and one that is hard to defend against.

Out of Combat

Gnoll Huntmasters make excellent and nasty random encounters. Their stealth and tracking is quite good, and they can be very useful 'harrying' forces to bedevil a party in the wild, with one Gnoll hanging back in each battle to run away and bring still more Gnolls. Huntmasters are wide-ranging, and it is not unusual to see them meeting with orcs, goblins, bugbears, and all other manner of monsters and beasts. Their Bristing Strike power only really works with other Gnolls, but they provide a solid ranged attack ability for other types of monsters even without it.

Rewards

XP: 2,400

Treasure: Sellable Goods worth 2,125 gp.

Weight: 60 lbs.     Volume: 2.4 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)