Medium natural humanoid
Level 7 Lurker XP 300
|HP 62; Bloodied 31||Initiative +11|
|AC 21, Fortitude 20, Reflex 20, Will 18||Perception+10|
|Speed 8||Low-light vision|
Abyssal Mind (charm, psychic, psychic) Aura 3
While the gnoll is bloodied, any enemy that ends its turn in the aura and can see the gnoll takes 5 psychic damage. If the enemy is dazed, it must also make a basic attack against its nearest ally as a free action.
The gnoll’s attacks deal 5 extra damage to any enemy that has two or more of the gnoll’s allies adjacent to it.
Glaive (weapon) At-Will
Attack: Melee 2 (one creature); +12 vs. AC
Hit: 4d4 + 5 damage, or 6d4 + 15 if the target cannot see the gnoll.
Stare into the Abyss At-Will
Attack: Close burst 3 (enemies in the burst that can see the gnoll); +10 vs. Will
Hit: The target is dazed until the end of the gnoll’s next turn.
Effect: The gnoll becomes invisible to the targets until the end of its next turn.
Str 18 (+7) Dex 18 (+7) Wis 15 (+5)
Con 14 (+5) Int 9 (+2) Cha 7 (+1)
Alignment chaotic evil Languages Abyssal, Common
Equipment: glaive , leather armor .
Published in Monster Vault, page(s) 146, Madness at Gardmore Abbey, page(s) 4-26.