Gnoll War Fang

From Epic Path
Jump to navigation Jump to search

Gnoll War Fang (CR 11)

Pure Evil - Medium - Monstrous Humanoid (Gnoll)
Lore: Know (Nature)
21 37
Basic DC Full DC
Initiative
Initiative Icon 2.png
21
Perception:
30 +20
Passive Active
Ambush:
9+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
31
Man Def
Shield Icon 3.png
31
Monster Health
242 121 19
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +13
Refl: +8
Will: +10

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+20
Sword Icon 3.png
Man Off
+20
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: +4 on Cleaves and Disarms

Standard Attack (Melee):

  • 1x Gnollhammer +20 (3d8+11/19-20 x2)
    as bludgeoning (physical, common)

Full Attack (Melee):

  • 3x Gnollhammer +20 (3d8+7/19-20 x2)
    as bludgeoning (physical, common)

Standard Attack (Ranged):

  • 1x Gnoll Chakram +18 (3d8+7/19-20 x2)
    as slashing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

  • 3x Gnoll Chakram +18 (3d8+7/19-20 x2)
    as slashing (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Siege Damage: Not siege capable

Statistics

18
STR
16
DEX
15
CON
12
INT
14
WIS
13
CHA

Skills:

Languages: Gnoll, Common

Feats:

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

Special Abilities

Disarming Flank (Ex) Automatic while flanking

When they gain a flanking bonus, War Fangs may 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 (1d20 + 18 vs. target's Maneuver Defense).

Ripping Snarl (Su) Swift Action

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 that dwells in their soul with their Ripping Snarl.

As a swift action, the gnoll makes a sonic-based attack that affects one target in a 3x3 square area adjacent to their space. This does 3d8+7 points of sonic (energy, common) damage. The target may make a Fort save, DC 21, for half damage.

If the primary target fails this saving throw, then the Gnoll may use their Cleave combat maneuver to roll the sonic damage again and apply it to a second creature who is adjacent to the first creature.

This second target is also allowed a Fort saving throw for half damage, but even if they fail, the Ripping Snarl does not carry on. Note that the second target does NOT have to be within the original 3x3 square area of effect, they only have to be adjacent to the first victim, no matter how far away they are.

Gnoll War Fang

Gnoll War Fang

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.

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, the damage bouncing and skipping around. Ripping Snarl in a crowded fight is a very effective tactic indeed.

War Fangs will begin combat by hurling the Chakrams and moving to close into Ripping Snarl range.

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 them 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 and Ripping Snarl, ignoring the melee types until they get their weaponry back.

Out of Combat

Gnolls live in large, loose, rambling encampments, in things sort of like yurts made of wood, bone, and raw, rotting skins. If they have been in one place for more than a few days, their burrowing instincts will prompt them to begin digging warrens under their yurts, and if they have been in place for a while the tunnels and chambers beneath are usually even larger than their territory above. Slaves are seen everywhere, miserable and bedraggled.

They typically have a few large cooking pits where they char meat, and large open areas in which they circle and snarl, or preen. From these semi-nomadic camps, they strike out in loose bands, of varying composition and size, to prowl and hunt all their territory. Gnolls are strong and vicious, and if they were better organized could be a major threat, but as they are, even orcs can easily drive them away with numbers and tactics. Woe betide the weak and unwary when gnolls are around.

Rewards

XP: 12,800

Treasure: Sellable Goods worth 9,375 gp.

Weight: 110 lbs.     Volume: 4.4 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)