Gnoll Marauder

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Gnoll Marauder (CR 7)

Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures' behaviors.

Gnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available, whom they force to dig warrens, gather supplies and water, and even hunt for their gnoll masters.

Creatures other than hyenas and other gnolls are either meat or slaves, depending upon the temperament of the tribe. Even a dead or fallen comrade is a fresh meal for a gnoll, who might honor a distinguished tribe member with a brief prayer, or thoroughly cook one that has died of a wasting disease, but otherwise view a dead gnoll as little different from any other creature. The more “civilized” gnolls do not eat their prisoners, but instead keep them as slaves, either to defend or improve their lair or to trade with other tribes or slaver bands.

Gnolls relish combat, but only when they have the obvious advantage of numbers. In other situations, they prefer to avoid combat except as a means of winning a kill from another hunter, or as a clever ambush to bring down a large meal. These hyena-men see no value in courage or valor, instead preferring to flee once it becomes clear that victory is not possible, noting that it is better to run with tail tucked away than to lose one's tail entirely.


GENERAL

CR 7 Hit Dice 10

XP 3,200

CE Medium Humanoid (Gnoll)

Init +3; Senses Low-Light 120 ft., Perception +11


DEFENSE

AC 25, touch 15, flat-footed 20 (+5 dex, +10 armor)

hp 102

Fort +6, Ref +10, Will +6

Aura: -

SR: -

Special Defenses: Distracting Flanker

Immunities: -

Weaknesses: -

OFFENSE

Speed 40 ft.

Space / Reach: 5 ft. / 5 ft.

Single Melee Spear +11 (1d8+5/19-20x2) plus Snapping Bite +11 (1d6+2/20x2)

Full Melee 2x Spear +11 (1d8+5/19-20x2) plus Snapping Bite +11 (1d6+2/20x2)

Ranged Javelin +11 (1d8+5/x2)

Special Attacks Snapping Bite

Action Points 0

STATISTICS

Str 20, Dex 14, Con 14, Int 9, Wis 14, Cha 7

Base Atk +7; CMB +13; CMD 25 (or 27; see Distracting Flanker)

Feats -

Skills Acrobatics +11

Languages Gnoll


SPECIAL ABILITIES

Snapping Bite

Any time the gnoll takes a standard attack or a full attack, it may also attempt a snapping bite attack on the same target. This attack may only be used once per round. Snapping Bite +11 (1d6+2/20x2)


Distracting Flanker

Any time a gnoll marauder and an allied gnoll are flanking a target, BOTH gnolls gain +2 AC and CMD against that target's attacks. The gnoll maurauders harry the target any time it attempts an offensive maneuver, protecting itself and its ally. Note that Distracting Flanker only provides an AC and CMD benefit against any target this gnoll marauder happens to be flanking. If an enemy who isn't flanked, or is flanked by different gnolls, attacks the gnoll marauder, Distracting Flanker provides no benefits.

Note that all gnolls are aware of how Marauders protect their fellows, and will seek to take advantage of it if possible.


TREASURE

sell value of approximately 2,375 gp


COMBAT TACTICS

Gnoll marauders will use javelins if they cannot close to melee with their targets, but they prefer melee.

In combat, gnoll marauders will use acrobatics to tumble, avoiding attacks of opportunity as they position themselves for flanks. Because of their high movement speed, they will avoid the penalty for tumbling more than half speed (-5) whenever possible.

Gnolls will make aggressive use of flanks to buff their to-hits and defenses.

If the fight begins to turn against them, gnoll marauders have the nasty habit of turning their attention to the strongest target, in hopes that, by taking that target out, the other enemies will flee.