Gnoll Blood Caller
Medium natural humanoid
Level 6 Soldier XP 250
|HP 70; Bloodied 35||Initiative +8|
|AC 22, Fortitude 19, Reflex 18, Will 17||Perception+5|
|Speed 8||Low-light vision|
The gnoll’s attacks deal 5 extra damage to any enemy that has two or more of the gnoll’s allies adjacent to it.
Attack: Melee 1 (one creature); +11 vs. AC
Hit: 2d6 + 7 damage, or 2d6 + 9 while the gnoll is bloodied.
Effect: The gnoll marks the target until the end of the gnoll’s next turn.
Blood Call (charm, psychic) At-Will
Effect: The gnoll shifts up to 3 squares
Attack: Close burst 5 (each creature marked by the gnoll in the burst); +9 vs. Will
Hit: 1d10 + 9 psychic damage, and the gnoll pulls the target up to 3 squares.
Blood Frenzy At-Will 1/round
Requirement: The gnoll must be bloodied.
Effect: Close burst 1 (enemies in the burst). Each target takes 5 damage and is marked by the gnoll until the end of the gnoll’s next turn.
Str 19 (+7) Dex 16 (+6) Wis 15 (+5)
Con 14 (+5) Int 9 (+2) Cha 7 (+1)
Alignment chaotic evil Languages Abyssal, Common
Equipment: leather armor .
Published in Monster Vault, page(s) 144, Madness at Gardmore Abbey, page(s) 4-26, Dungeon Magazine 221.