Difference between revisions of "Gnoll"

From Seven Pillars
Jump to navigation Jump to search
Line 3: Line 3:
  
 
==== Physical Description ====
 
==== Physical Description ====
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 a race of hulking, humanoids that resemble canines in more than mere appearance; they show a striking affinity with canines, to the point of keeping them as pets, and reflect many of the lesser creatures' behaviors.
  
 
====Nomadic Protectors====
 
====Nomadic Protectors====

Revision as of 17:51, 17 April 2018

About

Physical Description

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

Nomadic Protectors

The Gnoll existed as nomadic tribes roaming plains of Grünik, until they found the plentiful, warm plain where they created the city of Gnarl where they frequently patrolled the outskirts of the city and built roads to travel along. Travelers began seeking them out as guides and protection from dangers. The Gnoll began to embrace their growing reputation as protectors; helping others brought prestige and honor among the Gnoll tribes. The Gnoll formed the “Hounds of Gnarl” a guild to honor protection of the weak and built a massive statue along the trade routes near the city of Gnarl which casts protection from evil upon those who touch it. A Gnoll tribe made a pilgrimage to the tower of healing and found the continent war torn. The tribe established the city of Orla near the base of the pillar to help those on pilgrimage to the tower. The Gnoll began to help the refuges of war and famine and created a center of healing.

Life in the Pack

The pack, band, or tribe is the most important thing to gnolls, and anything threatening the gnoll unit meets with strong resistance or— against a superior foe—dispersal. This unity extends through all aspects of gnoll life, and breaking that unity in any way constitutes the greatest sin in gnoll culture. Thus, a gnoll who kills another gnoll or betrays a gnoll to a racial enemy faces the most severe punishment: exile (and branding or other marking to indicate that a gnoll is an outcast).

During combat, gnolls use a strange mixture of pack tactics and individual standoffs. If a gnoll feels that it is winning, it attempts to take down a weaker being rather than aiding its fellows. If the gnolls are struggling, they gang up on a powerful leader and try to take that creature down, in the hopes of forcing its allies to flee.

Gnoll leaders are typically rangers, although clerics are highly regarded as well. Most gnolls find arcane magic difficult to master, and as a result it is relatively rare to see a gnoll bard, sorcerer, or wizard.

Gnoll Names

Male: Dagnyr, Dhyrn, Doryc, Ghyrryn, Gnasc, Gnoryc, Gnyrn, Hyrn, Lhoryn, Lhyr, Mognyr, Sorgnyn, Thyrn, Toryc, Yrgnyn, Yrych

Female: Dagnyra, Gnara, Gnora, Gnyrl, Hyra, Hyrgna, Lhyra, Lhyrl, Malgna, Myrl, Sargna, Shyrla, Tarnyra, Yrgna

Gnoll Traits

Ability Score Increase. Gnolls are strong and hearty. Your Strength score increases by 2 and your Dexterity score increases by 1.

Age. Gnolls reach adulthood by the age of 14 and live to around 80.

Alignment. Gnolls are usually lawful good, though there are exceptions.

Size. Most gnolls are over 7 feet tall. feet. They generally weight between 280 and 320 lbs. Your size is Medium.

Speed. Your base walking speed is 30 ft.

Bite. As an action you may make a bite attack. It is a melee attack with a range of 5 feet. On a hit you deal 1d4 piercing damage. Your proficiency applies to this attack.

Keen Nose. You have advantage on Wisdom (Perception) checks that rely on smell.

Natural Healers. You have proficiency in the Medicine skill.

Pack Tactics. You have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Languages Gnolls begin play speaking Common and Gnoll.