Gnoll Blood Caller
Medium natural humanoid
Level 6 Soldier XP 250

HP 70; Bloodied 35Initiative +8
AC 22, Fortitude 19, Reflex 18, Will 17Perception+5
Speed 8Low-light vision

Traits

Pack Attack

The gnoll’s attacks deal 5 extra damage to any enemy that has two or more of the gnoll’s allies adjacent to it.

Standard Actions

Claws At-Will

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.

Minor Actions

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.