Gnoll War Fang
Gnoll War Fang (CR 9)
Gnoll War Fangs are highly respected and maybe even a little revered in Gnoll society.
War Fangs are the most senior of the Gnoll front line fighters. They have seen it all and done it all and lived to tell the tale. They are massive, even bigger than most other gnolls, bulky with muscle and fur and hard, protective fat. They frequently wear bits of scavenged armor, and unlike their more agile and more excitable brethren, they can develop a stillness which is quite unnerving.
War Fangs do not giggle or yip, like other Gnolls. War Fangs are silent, communicating a great deal with significant looks and a curled lip, to reveal massive teeth that could put a bear to shame.
War Fangs are not brutes, however. They fight with weapons and are skillful combatants. War Fangs tend to form raiding parties among their own elite ilk, menacing trade caravans and other travelers.
A raiding party of War Fangs is a serious threat, and will often provoke the organization of a heavily-armed posse from any civilized settlements nearby.
GENERAL
CR 9 Hit Dice 14
XP 6,400
NE, Medium, Monstrous Humanoid
Init +4; Senses low-light, keen scent, Perception +14
DEFENSE
AC 28, touch 18, flat-footed 22 (+5 armor, +6 dex, +5 natural, +2 deflection)
hp 160
Fort +12, Ref +8, Will +8
Aura: -
SR: -
Special Defenses: -
Immunities: -
Weaknesses: -
OFFENSE
Speed 30 ft.
Space / Reach: 5 ft. / 5 ft.
Single Melee Gnollhammer +16 (2d8+8/19-20x2)
Full Melee 2x Gnollhammer +16 (2d8+8/19-20x2)
Ranged Chakram +16 (2d8+8/x2), range increment 30 feet
Special Attacks Disarming Flank, Ripping Snarl,
Action Points 0
STATISTICS
Str 18, Dex 16, Con 15, Int 12, Wis 14, Cha 13
Base Atk +9; CMB +15; CMD 25
Feats
- Cleave (EFFECT: Make a free attack against an adjacent foe on successful hit)
- Improved Disarm (EFFECT: Disarms do not provoke)
- Precise Shot (EFFECT: Throw into melee without penalty),
Skills Stealth +14, Survival +14, Intimidate +14, Sense Motive +14
Languages Common, Gnoll
SPECIAL ABILITIES
- Disarming Flank (Ex)
When they gain a flanking bonus, War Fangs take advantage of their foe's divided attention and attempt to dash anything they hold out of their hands. Once per round, as part of an attack action, only while they are receiving flanking bonuses, the Gnoll War Fang may roll a Disarm Combat Maneuver (CMB +15 vs. target's CMD). This does not provoke attacks of opportunity due to their Improved Disarm feat.
- Ripping Snarl (Su)
Just because War Fangs do not yip and giggle does not mean they are completely silent. A War Fang can bare its massive teeth, curl its slavering lips, and unleash the hellish fury of their Ripping Snarl. As a standard action, the gnoll makes a sonic-based attack that affects one adjacent target and does 5d6 of damage. The target may make a Fort save, DC 19, for half damage.
TREASURE
sell value of approximately 4,000 gp
Gnoll War Fangs have a +2 magic Chakram which has a sale value of 4,155 Gold.
COMBAT TACTICS
Gnoll War Fangs fight like the dangerous professional killers that they are. Their silence is unnerving, until they unleash a barrage of Ripping Snarls against some hapless opponent.
War Fangs will begin combat by hurling the Chakrams and moving to close. Once in melee, they will target melee opponents and seek flanks, so they can attempt to neutralize their threat by taking their weapon away. Whenever possible, they will try to maneuver so they may attack a more lightly armored foe first and then cleave into a tougher opponent.
If they are having trouble disarming a foe, they will target her with Ripping Snarl while using five foot steps to maintain flanks and continue to use Disarming Flank.
Once War Fangs have disarmed their melee opponents, they will savagely move to attack the weakest foes with their Gnollhammers, ignoring the melee types until they get their weaponry back.