Gnoll War Fang

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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 frontline 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 easily able to put a Bear to shame.

War Fangs are not brutes, though. They fight with weapons, they have great skill and are good combatants. War Fangs tend to form raiding parties among their own elite ilk, and they are really very good at it.

A raiding party of War Fangs is a serious threat, and will often provoke the formation of a 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 <swap as needed; only one strong save>

Aura: -

SR: -

Special Defenses: -

Immunities: -

Weaknesses: -


OFFENSE

Speed 30 ft.

Space / Reach: 5 ft. / 5 ft.

Single Melee Gnollhammer +15 (2d8+3/19-20x2)

Full Melee 2x Gnollhammer +15 (2d8+3/19-20x2)

Ranged Chakram +16 (2d8+4/x2)

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: +2 on Disarms, does 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

<special abilities should have a save DC 19>

<special attack damage (standard action): 5d6>

<special attack damage (aoe’s, swift actions or inflicting status effects): 2d6+1>


Disarming Flank

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 a free action, only while they are receiving flanking bonuses, the Gnoll War Fang may roll a Disarm Combat Maneuver. This does not provoke attacks of opportunity and gains a +2 on their CMB (total +17) due to their Improved Disarm feat.


Ripping Snarl

Just because War Fangs do not yip and giggle does not mean they are completely silent. As a standard action, a War Fang can bare its massive teeth, curl its slavering lips, and unleash the hellish fury of their Ripping Snarl. Ripping Snarl is a sonic-based attack that affects one adjacent target and does 5d6 of damage. The target is allowed to make a Fort save against a DC of 19 to take half damage.


TREASURE

sell value of approximately 4,000 gp

Gnoll War Fangs have a +2 magic Chakram. This has a sale value of 2000 Gold, and as such, they will only have 2000gp in 'actual' loot on them.


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.