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Gnoll – Hyena-Headed Raider, Slaver and People-Eater

Gnoll 2

Gnolls are powerful hyena-headed humanoids whose ancestors have inhabited the grasslands, dry woodlands and desert margins of Africa and Eurasia since the Ice Ages. They live in hunting packs, extended clans, raiding bands, mercenary companies, fortified dens, pastoral kingdoms and predatory tribute states.

Most gnoll societies are usually chaotic evil. Raiding, enslavement, tribute-taking, livestock theft and violence against weaker neighbours are common foundations of gnoll power. Many gnolls also eat other people. Enemy dead, condemned captives and prisoners considered more valuable as meat than labour may be butchered and consumed.

Gnolls are less intelligent than the average human. They learn practical routines, hunting methods, local terrain, pack hierarchy and familiar weapons readily, but most struggle with abstract scholarship, advanced engineering, literacy, complicated administration and crafts requiring long apprenticeships.

Gnoll states therefore rely upon direct authority, oral law, visible tribute, remembered boundaries, enslaved scribes, subject craftspeople and unusually capable leaders. Their equipment favours simple, brutal and easily repaired weapons rather than complex armour, firearms or elaborate machinery.

The most destructive gnoll packs worship Yeenoghu, the Demon Prince of Gnolls. Yeenoghu did not create gnollkind. He claimed and corrupted an existing mortal people, transforming their predatory customs into doctrines of limitless hunger, wasteful killing and self-destruction.

Gnoll at a Glance

  • Creature Type: Humanoid (gnoll)
  • Typical Alignment: Usually chaotic evil
  • Average Intelligence: Lower than human; practically cunning, predatory and socially aware, but poorly suited to abstract scholarship and complex manufacture
  • Deep Origin: Eastern and northeastern Africa during the later Shattered Crown
  • Ancestral Lineage: Ancient hyaenid stock that flourished as grasslands spread during the Age of Open Lands
  • Typical Habitat: Savannah, dry grassland, scrub, semi-desert, badlands, dry woodland, rocky uplands and frontier ruins
  • Principal Distribution: Africa, Arabia, the Levant, Persia, Central Asia and western or central India
  • Common Roles: Hunter, raider, slaver, herder, tracker, scavenger, mercenary, frontier soldier or tribute collector
  • Diet: Omnivorous, with a strong preference for meat, marrow and fat; many packs consume other humanoids
  • Languages: Gnoll and regional languages learned through trade, conquest, slavery or military service
  • Common Arms: Spear, javelin, club, greatclub, battleaxe, heavy cleaver, shortbow and crude polearm
  • Common Armour: Quilted cloth, layered hide, rough leather, bone reinforcement and broad hide-covered wooden shields
  • Rare Armour: Scavenged mail shirts or simple scale armour worn by wealthy leaders, mercenaries and guards
  • Household and Working Animals: Hyenas
  • Elite Mounts and War-Beasts: Hyaenodons
  • Despised Dependants: Pugwampis
  • Savage Associates: Leucrottas, crocottas, ghuls and werehyenas
  • Common Enemies: Rival gnoll packs, Yeenoghu cults, settled frontier states, merchant leagues, hobgoblin empires, orc confederacies, minotaurs and slave-taking kingdoms
  • Common Signs: Crushed bones, butchered remains, crude scent marks, gnawed shields, digitigrade tracks mixed with hyena prints and laughing calls after sunset

Appearance

A typical gnoll stands approximately seven to eight feet tall and weighs around 280 to 350 pounds. Its long arms, heavy shoulders, sloping back and digitigrade legs give it a forward-leaning posture and a powerful, ground-covering stride.

Gnoll fur may be tawny, yellow, reddish-brown, grey, black or pale sand-coloured. Spots, stripes and irregular markings are common. A ridge of longer hair usually runs from the crown of the head down the neck and upper back, rising when the gnoll is alarmed, excited or preparing to attack.

The head has a long muzzle, broad jaws and large mobile ears. Gnoll jaws can crack smaller bones and reduce carcasses that many other humanoids would leave untouched. Their eyes reflect weak light, while their hearing and sense of smell make them difficult to surprise in open country.

Male and female gnolls are similar in height and strength. Many old clans trace ancestry and den rights through maternal lines, although military and political leadership can be held by either sex.

Gnolls decorate weapons, armour and shields with dyed hide, carved bone, teeth, copper rings, feathers, enemy hair and trophies taken during important hunts. Their decoration is normally symbolic rather than technically refined.

Game Statistics

Each gnoll variation is followed immediately by its D&D 5E, Pathfinder 1E and D&D 3.5E versions. Rules from one game system do not apply to another unless the Game Master deliberately converts them.

Gnoll Leadership Titles

Gnoll titles describe what a leader controls rather than a universal hierarchy of hereditary ranks. A title remains valid only while the leader possesses enough strength, followers and resources to enforce it.

TitleAuthorityTypical Function
Pack-FangA household, hunting pack or raiding bandVeteran warrior, disciplinarian and immediate battlefield leader
Hunt-CaptainSeveral packs, a mercenary company or a body of ridersScout commander, pursuit leader and regional hyaenodon rider
Den-MotherAn established clan, sacred den or several related householdsSenior matriarch, judge, genealogist and keeper of the young
Carrion-SeerA shrine, sacred hunting ground, plague camp or cultPriest, oracle, druid, corpse-reader or interpreter of Yeenoghu’s will
Well-LordA permanent settlement, several wells or a tributary territoryChieftain, fortress ruler, pastoral king or mercenary prince

Mechanics 5E — 2024, Pathfinder 1E

  • Gnoll
  • Gnoll Pack-Fang
  • Gnoll Hunt-Captain
  • Gnoll Carrion-Seer
  • Gnoll Well-Lord
Gnoll 3

The ordinary gnoll is a hunter, herder, raider, guard or lightly equipped warrior. Most fight beneath the direction of a Pack-Fang or stronger leader.

D&D 5E — 2024-Compatible Gnoll

This stat block uses a 2024-compatible presentation of the legacy Open Game Content gnoll.

Medium Humanoid (Gnoll), Chaotic Evil

Armor Class 15 (hide armor, shield)
Initiative +1 (11)
Hit Points 22 (5d8)
Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)12 (+1)11 (+0)6 (−2)10 (+0)7 (−2)

Senses darkvision 60 ft., passive Perception 10
Languages Gnoll
Challenge 1/2 (100 XP; PB +2)

Bonus Actions

Rampage. When the gnoll reduces a creature to 0 Hit Points with a melee attack on its turn, the gnoll moves up to half its Speed and makes one Bite attack.

Actions

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage.

Spear. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6 + 2) Piercing damage, or 6 (1d8 + 2) Piercing damage when used with two hands to make a melee attack.

Longbow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 5 (1d8 + 1) Piercing damage.

Equipment Use

A gnoll using its longbow cannot actively use its shield; its Armor Class is 13 until it readies the shield again.

A gnoll using its spear with two hands also has Armor Class 13 while its shield is not readied. A spear used in one hand deals 1d6 + 2 damage and allows the gnoll to retain Armor Class 15.

Many gnoll hunters replace the longbow with a shortbow or several javelins when fighting in scrub, ruins or broken ground.

Tactics

  • Spear-and-shield gnolls advance while hunters fire from cover.
  • Gnolls concentrate upon isolated, wounded or lightly armoured enemies.
  • Rampage is used to reach another vulnerable target.
  • Gnolls follow simple plans and become disorganised when their leader falls.
  • Ordinary gnolls retreat when defeat becomes clear.

Pathfinder 1E Gnoll CR 1

XP 400
CE Medium humanoid (gnoll)
Init +0; Senses darkvision 60 ft.; Perception +2

Defense

AC 15, touch 10, flat-footed 15 (+2 leather armor, +1 natural, +2 heavy wooden shield)
hp 11 (2d8+2)
Fort +4, Ref +0, Will +0

Offense

Speed 30 ft.
Melee spear +3 (1d8+3/×3) or battleaxe +3 (1d8+2/×3)
Ranged spear +1 (1d8+2/×3) or shortbow +1 (1d6/×3)

Statistics

STRDEXCONINTWISCHA
15 (+2)10 (+0)13 (+1)8 (−1)11 (+0)8 (−1)

Base Atk +1; CMB +3; CMD 13
Feats Power Attack
Skills Perception +2
Languages Gnoll

Ecology

Environment warm plains or desert
Organization solitary, pair, hunting party (2–5 gnolls and 1–2 hyenas), band (10–100 adults plus 50% noncombatant young and one Pack-Fang per 20 adults), or tribe (20–200 gnolls, several Pack-Fangs, one Well-Lord, 7–12 hyenas and 4–7 hyaenodons)
Treasure NPC gear

Equipment Adjudication

  • Spear: Melee spear +3 (1d8+3/×3), or ranged spear +1 (1d8+2/×3) if thrown; the shield is not used, reducing AC to 13.
  • Battleaxe and Shield: Melee battleaxe +3 (1d8+2/×3); AC remains 15.
  • Shortbow: Ranged shortbow +1 (1d6/×3); the shield is stowed or dropped, reducing AC to 13.

Tactics

Before Combat: Gnolls use darkness, scrub, ruins or broken ground to conceal their approach.

During Combat: Gnolls flank isolated opponents and concentrate attacks upon visible leaders. A gnoll using Power Attack with a two-handed spear attacks at +2 and deals 1d8+6 damage.

Morale: Ordinary gnolls retreat when half their number have fallen, their leader is defeated or victory is clearly impossible.

D&D 3.5E Gnoll

Medium Humanoid (Gnoll)

Hit Dice 2d8+2 (11 hp)
Initiative +0
Speed 30 ft. (6 squares)
Armor Class 15 (+1 natural, +2 leather armor, +2 heavy wooden shield), touch 10, flat-footed 15
Base Attack/Grapple +1/+3
Attack battleaxe +3 melee (1d8+2/×3) or shortbow +1 ranged (1d6/×3)
Full Attack battleaxe +3 melee (1d8+2/×3) or shortbow +1 ranged (1d6/×3)
Space/Reach 5 ft./5 ft.
Special Attacks
Special Qualities darkvision 60 ft.
Saves Fort +4, Ref +0, Will +0

STRDEXCONINTWISCHA
1510138118

Skills Listen +2, Spot +3
Feats Power Attack
Environment warm plains
Organization solitary, pair, hunting party, band or tribe
Challenge Rating 1
Treasure standard
Alignment usually chaotic evil
Advancement by character class
Level Adjustment +1

Equipment Note

When the gnoll attacks with its two-handed shortbow, its shield must be slung, dropped or otherwise not used; its Armor Class is therefore 13. The battleaxe-and-shield loadout retains Armor Class 15.

Gnoll Pack Fang 1

A Pack-Fang is an experienced raider or veteran warrior entrusted with the immediate control of a hunting pack, household or small warband. Pack-Fangs enforce discipline through violence and visible success rather than complicated tactical instruction.

D&D 5E — 2024-Compatible Gnoll Pack-Fang

Medium Humanoid (Gnoll), Chaotic Evil

Armor Class 15 (layered hide, shield)
Initiative +1 (11)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STRDEXCONINTWISCHA
16 (+3)12 (+1)14 (+2)8 (−1)11 (+0)10 (+0)

Saving Throws Str +5, Con +4
Skills Intimidation +2, Perception +2, Survival +2
Senses darkvision 60 ft., passive Perception 12
Languages Gnoll and one regional language
Challenge 2 (450 XP; PB +2)

Traits

Pack Authority. Allied gnolls within 10 feet of the Pack-Fang have Advantage on saving throws against the Frightened condition while the Pack-Fang is conscious.

Actions

Multiattack. The Pack-Fang makes two attacks, using Battleaxe, Spear or Bite in any combination.

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.

Battleaxe. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.

Spear. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 6 (1d6 + 3) Piercing damage, or 7 (1d8 + 3) Piercing damage when used with two hands in melee.

Javelin. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 6 (1d6 + 3) Piercing damage.

Bonus Actions

Rampage. When the Pack-Fang reduces a creature to 0 Hit Points with a melee attack on its turn, it moves up to half its Speed and makes one Bite attack.

Drive the Pack (Recharge 5–6). One allied gnoll the Pack-Fang can see within 30 feet may use its Reaction to move up to its Speed and make one melee attack.

Tactics

A Pack-Fang remains close enough to ordinary gnolls to maintain control but avoids becoming the first target. It directs followers towards isolated enemies, wounded opponents and spellcasters.

If the Pack-Fang is killed, surviving ordinary gnolls usually flee, fight without coordination or begin competing for command.

Pathfinder 1E Gnoll Pack-Fang CR 3

XP 800
CE Medium humanoid (gnoll)
Init +5; Senses darkvision 60 ft.; Perception +6

Defense

AC 17, touch 11, flat-footed 16 (+3 armor, +1 Dex, +1 natural, +2 shield)
hp 32 (2d8+2d10+12)
Fort +9, Ref +1, Will +1

Offense

Speed 30 ft.
Melee battleaxe +8 (1d8+4/×3) or spear +7 (1d8+6/×3)
Ranged javelin +4 (1d6+4)

Special Attacks

Drive the Pack (Ex): As a swift action once per round, the Pack-Fang chooses one allied gnoll within 30 feet that can hear it. That gnoll gains a +2 morale bonus on its next melee attack roll made before the beginning of the Pack-Fang’s next turn.

Special Qualities

Pack Authority (Ex): Allied gnolls within 10 feet of the Pack-Fang gain a +1 morale bonus on saving throws against fear effects.

Statistics

STRDEXCONINTWISCHA
18 (+4)13 (+1)16 (+3)8 (−1)12 (+1)10 (+0)

Base Atk +3; CMB +7; CMD 18
Feats Cleave, Improved Initiative, Power Attack, Weapon Focus (battleaxe)
Skills Intimidate +7, Perception +6, Survival +6
Languages Gnoll and one regional language

Ecology

Environment warm plains or desert
Organization solitary or command group (1 Pack-Fang and 4–20 gnolls)
Treasure NPC gear

D&D 3.5E Gnoll Pack-Fang

Medium Humanoid (Gnoll)

Hit Dice 2d8+2d10+12 (32 hp)
Initiative +5
Speed 30 ft. (6 squares)
Armor Class 17 (+1 Dex, +1 natural, +3 studded leather, +2 heavy wooden shield), touch 11, flat-footed 16
Base Attack/Grapple +3/+7
Attack battleaxe +8 melee (1d8+4/×3) or javelin +4 ranged (1d6+4)
Full Attack battleaxe +8 melee (1d8+4/×3) or javelin +4 ranged (1d6+4)
Space/Reach 5 ft./5 ft.
Special Attacks drive the pack
Special Qualities darkvision 60 ft., pack authority
Saves Fort +9, Ref +1, Will +1

STRDEXCONINTWISCHA
18131681210

Skills Intimidate +7, Listen +6, Spot +6, Survival +6
Feats Cleave, Improved Initiative, Power Attack, Weapon Focus (battleaxe)
Environment warm plains
Organization solitary or command group (1 Pack-Fang and 4–20 gnolls)
Challenge Rating 3
Treasure standard
Alignment usually chaotic evil

Drive the Pack (Ex)

Once per round as a swift action, the Pack-Fang grants one allied gnoll within 30 feet a +2 morale bonus on its next melee attack roll made before the beginning of the Pack-Fang’s next turn.

Pack Authority (Ex)

Allied gnolls within 10 feet of the Pack-Fang gain a +1 morale bonus on saving throws against fear effects.

Gnoll Hunt Captain 1

A Hunt-Captain commands scouts, outriders, pursuit troops, caravan raiders or regional hyaenodon cavalry. Hunt-Captains are chosen for endurance, terrain knowledge and control of dangerous animals rather than administrative ability.

Most Hunt-Captains wear layered hide or rough leather and carry a light spear, javelins, shortbow and handaxe. Their equipment remains light enough to preserve the speed of a hyaenodon mount.

D&D 5E — 2024-Compatible Gnoll Hunt-Captain

Medium Humanoid (Gnoll), Chaotic Evil

Armor Class 15 (layered hide, shield)
Initiative +2 (12)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

STRDEXCONINTWISCHA
16 (+3)14 (+2)14 (+2)8 (−1)14 (+2)10 (+0)

Saving Throws Dex +4, Wis +4
Skills Animal Handling +4, Perception +4, Stealth +4, Survival +6
Senses darkvision 60 ft., passive Perception 14
Languages Gnoll and one regional language
Challenge 3 (700 XP; PB +2)

Traits

Mounted Hunter. The Hunt-Captain has Advantage on ability checks and saving throws made to remain mounted or control a frightened mount.

While mounted, if the Hunt-Captain’s mount moves at least 20 feet straight towards a creature immediately before the Hunt-Captain hits that creature with a Spear attack, the attack deals an extra 4 (1d8) Piercing damage.

Blood Trail. The Hunt-Captain has Advantage on Wisdom (Perception) and Wisdom (Survival) checks made to locate or follow a wounded creature.

Actions

Multiattack. The Hunt-Captain makes two attacks, using Spear, Javelin or Shortbow in any combination.

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.

Spear. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 20/60 ft. Hit: 6 (1d6 + 3) Piercing damage, or 7 (1d8 + 3) Piercing damage when used with two hands in melee.

Javelin. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 30/120 ft. Hit: 6 (1d6 + 3) Piercing damage.

Shortbow. Ranged Attack Roll: +4, range 80/320 ft. Hit: 5 (1d6 + 2) Piercing damage.

Bonus Actions

Direct the Hunt (Recharge 5–6). One allied Beast or gnoll the Hunt-Captain can see within 30 feet may use its Reaction to move up to half its Speed and make one attack.

Reactions

Guard the Mount. While mounted, when the Hunt-Captain’s mount is targeted by an attack, the Hunt-Captain imposes Disadvantage on that attack roll.

Tactics

A Hunt-Captain circles an enemy rather than charging directly into a prepared shield wall. It uses ranged attacks, speed and hyaenodon pursuit to separate stragglers from the main formation.

If an enemy breaks or begins retreating, the Hunt-Captain directs its mount and accompanying beasts towards the slowest or most valuable fugitives.

Pathfinder 1E Gnoll Hunt-Captain CR 5

XP 1,600
CE Medium humanoid (gnoll)
Init +2; Senses darkvision 60 ft.; Perception +11

Defense

AC 17, touch 12, flat-footed 15 (+2 armor, +2 Dex, +1 natural, +2 shield)
hp 53 (2d8+4d10+18 plus 4)
Fort +10, Ref +6, Will +3

Offense

Speed 30 ft.
Melee spear +9 (1d8+6/×3) or handaxe +9 (1d6+4/×3)
Ranged composite shortbow +7 (1d6+4/×3) or javelin +7 (1d6+4)

Special Attacks

Direct the Hunt (Ex): Three times per day as a swift action, the Hunt-Captain chooses one allied gnoll or animal within 30 feet that can hear it. That creature gains a +2 morale bonus on its next attack roll and weapon damage roll made before the beginning of the Hunt-Captain’s next turn.

Mounted Pursuit (Ex): When the Hunt-Captain charges while mounted and hits with a spear, the attack deals an additional 1d8 points of piercing damage.

Special Qualities

Favoured Terrain (Ex): The Hunt-Captain gains a +2 bonus on Initiative, Perception, Stealth and Survival checks while in plains or desert terrain.

Wild Empathy (Ex): The Hunt-Captain can improve the attitude of animals as a 4th-level ranger.

Statistics

STRDEXCONINTWISCHA
18 (+4)14 (+2)16 (+3)8 (−1)14 (+2)10 (+0)

Base Atk +5; CMB +9; CMD 21
Feats EnduranceB, Mounted Archery, Mounted Combat, Ride-By Attack, TrackB
Skills Handle Animal +9, Perception +11, Ride +13, Stealth +10, Survival +11
Languages Gnoll and one regional language

Ecology

Environment warm plains, desert or steppe
Organization solitary, patrol (1 Hunt-Captain, 2–8 gnolls and 1–4 hyenas), or mounted patrol (1 Hunt-Captain, 2–5 mounted gnolls and an equal number of hyaenodons)
Treasure NPC gear

Mount: A Hunt-Captain and its hyaenodon are separate creatures. Add the mount’s full XP value when calculating the encounter.

D&D 3.5E Gnoll Hunt-Captain

Medium Humanoid (Gnoll)

Hit Dice 2d8+4d10+18 plus 4 (53 hp)
Initiative +2
Speed 30 ft. (6 squares)
Armor Class 17 (+2 Dex, +1 natural, +2 leather armor, +2 heavy wooden shield), touch 12, flat-footed 15
Base Attack/Grapple +5/+9
Attack spear +9 melee (1d8+6/×3), handaxe +9 melee (1d6+4/×3), composite shortbow +7 ranged (1d6+4/×3), or javelin +7 ranged (1d6+4)
Full Attack spear +9 melee (1d8+6/×3), handaxe +9 melee (1d6+4/×3), composite shortbow +7 ranged (1d6+4/×3), or javelin +7 ranged (1d6+4)
Space/Reach 5 ft./5 ft.
Special Attacks direct the hunt, mounted pursuit
Special Qualities darkvision 60 ft., favoured terrain, wild empathy
Saves Fort +10, Ref +6, Will +3

STRDEXCONINTWISCHA
18141681410

Skills Handle Animal +9, Hide +10, Listen +9, Move Silently +10, Ride +13, Spot +9, Survival +11
Feats EnduranceB, Mounted Archery, Mounted Combat, Ride-By Attack, TrackB
Environment warm plains, desert or steppe
Organization solitary, patrol or mounted patrol
Challenge Rating 5
Treasure standard
Alignment usually chaotic evil

Direct the Hunt (Ex)

Three times per day as a swift action, the Hunt-Captain grants one allied gnoll or animal within 30 feet a +2 morale bonus on its next attack roll and weapon damage roll made before the beginning of the Hunt-Captain’s next turn.

Mounted Pursuit (Ex)

When the Hunt-Captain charges while mounted and hits with a spear, the attack deals an additional 1d8 points of piercing damage.

Favoured Terrain (Ex)

The Hunt-Captain gains a +2 bonus on Initiative, Hide, Listen, Move Silently, Spot and Survival checks while in plains or desert terrain.

Wild Empathy (Ex)

The Hunt-Captain can improve the attitude of animals as a 4th-level ranger.

Gnoll Carrion Seer 1

A Carrion-Seer is a priest, spirit-reader, druid, corpse-diviner or cult oracle. Carrion-Seers interpret omens in scavenger behaviour, blood, entrails, dreams, weather, disease and the condition of the dead.

Traditional Carrion-Seers preserve sacred dens, remember ancestral prohibitions and negotiate with predatory spirits. Carrion-Seers devoted to Yeenoghu preach limitless hunger, ritual killing and the destruction of restraints that preserve the pack.

Carrion-Seers normally carry a ritual spear, hooked staff, bone charms, dried organs, marked hides and bags of teeth. Their magic favours fear, curses, darkness, divination, animal communication and the dead.

D&D 5E — 2024-Compatible Gnoll Carrion-Seer

Medium Humanoid (Gnoll), Chaotic Evil

Armor Class 14 (hide armor, bone charms)
Initiative +1 (11)
Hit Points 75 (10d8 + 30)
Speed 30 ft.

STRDEXCONINTWISCHA
14 (+2)12 (+1)16 (+3)9 (−1)18 (+4)12 (+1)

Saving Throws Con +5, Wis +6
Skills Insight +6, Perception +6, Religion +2, Survival +6
Senses darkvision 60 ft., passive Perception 16
Languages Gnoll and one regional language
Challenge 4 (1,100 XP; PB +2)

Traits

Blood-Scented Omens. The Carrion-Seer has Advantage on Wisdom (Perception) and Wisdom (Survival) checks made to locate a wounded creature or identify the direction in which it travelled.

Spellcasting. The Carrion-Seer casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):

Actions

Carrion Bolt. Ranged Spell Attack Roll: +6, range 90 ft. Hit: 18 (4d8) Necrotic damage. The target cannot regain Hit Points until the start of the Carrion-Seer’s next turn.

Ritual Spear. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 5 (1d6 + 2) Piercing damage.

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage.

Bonus Actions

Pack Omen (Recharge 5–6). Up to two allied gnolls the Carrion-Seer can see within 30 feet gain 7 Temporary Hit Points and may immediately move up to 10 feet without provoking Opportunity Attacks.

Reactions

Foretold Misfortune (3/Day). When a creature the Carrion-Seer can see within 30 feet makes an attack roll or saving throw, the Carrion-Seer rolls 1d4 and subtracts the result from the creature’s roll. The Carrion-Seer must use this Reaction after the roll is made but before its outcome is determined.

Tactics

The Carrion-Seer remains behind ordinary gnolls and uses Pack Omen to strengthen the first line or reposition wounded followers. It uses bane, darkness and fear to disrupt organised enemies before directing Carrion Bolt against wounded targets.

A traditional Carrion-Seer withdraws if the pack faces destruction. A Yeenoghu cultist may instead remain to die, hoping its death becomes an omen or sacrament.

Pathfinder 1E Gnoll Carrion-Seer CR 6

XP 2,400
CE Medium humanoid (gnoll)
Init +4; Senses darkvision 60 ft.; Perception +10

Defense

AC 16, touch 10, flat-footed 16 (+3 armor, +1 natural, +2 shield)
hp 52 (7d8+14 plus 7)
Fort +9, Ref +1, Will +8

Offense

Speed 30 ft.
Melee ritual spear +6 (1d8+3/×3) or bite +6 (1d6+2)
Ranged javelin +4 (1d6+2)

Special Attacks

Bleeding Touch (Sp): Seven times per day as a melee touch attack, the Carrion-Seer causes a living creature to take 2 points of bleed damage. The bleeding continues until stopped by magical healing or a successful DC 15 Heal check.

Carrion Omen (Su): Three times per day as a swift action, the Carrion-Seer chooses one allied gnoll within 30 feet. That gnoll gains a +2 morale bonus on attack rolls, weapon damage rolls and saving throws against fear effects until the beginning of the Carrion-Seer’s next turn.

Domain Powers

Speak with Animals (Sp): The Carrion-Seer may use speak with animals seven times per day.

Cleric Spells Prepared

Caster Level 5th; Concentration +9

  • 3rd— animate deadD, bestow curse (DC 17), prayer, speak with dead
  • 2nd— augury, darkness, death knellD (DC 16), hold person (DC 16), spiritual weapon
  • 1st— bane (DC 15), cause fearD (DC 15), command (DC 15), divine favor, obscuring mist, protection from good
  • 0— bleed (DC 14), detect magic, guidance, stabilize

D Domain spell; Domains Animal and Death.

Statistics

STRDEXCONINTWISCHA
15 (+2)10 (+0)14 (+2)8 (−1)18 (+4)12 (+1)

Base Atk +4; CMB +6; CMD 16
Feats Combat Casting, Improved Initiative, Spell Focus (necromancy), Toughness
Skills Heal +11, Knowledge (religion) +7, Perception +10, Spellcraft +7, Survival +8
Languages Gnoll and one regional language

Ecology

Environment warm plains, desert, graveyard or ruined settlement
Organization solitary, shrine (1 Carrion-Seer and 4–12 gnolls), or cult host (1 Carrion-Seer, 1–3 Pack-Fangs and 10–40 gnolls)
Treasure NPC gear, ritual objects and offerings

A Carrion-Seer usually possesses five levels in the cleric class. Traditional variants may instead use druid or shaman abilities.

D&D 3.5E Gnoll Carrion-Seer

Medium Humanoid (Gnoll)

Hit Dice 7d8+14 plus 7 (52 hp)
Initiative +4
Speed 30 ft. (6 squares)
Armor Class 16 (+1 natural, +3 hide armor, +2 heavy wooden shield), touch 10, flat-footed 16
Base Attack/Grapple +4/+6
Attack ritual spear +6 melee (1d8+3/×3), bite +6 melee (1d6+2), or javelin +4 ranged (1d6+2)
Full Attack ritual spear +6 melee (1d8+3/×3), bite +6 melee (1d6+2), or javelin +4 ranged (1d6+2)
Space/Reach 5 ft./5 ft.
Special Attacks bleeding touch, carrion omen, rebuke undead, spells
Special Qualities darkvision 60 ft., speak with animals
Saves Fort +9, Ref +1, Will +8

STRDEXCONINTWISCHA
15101481812

Skills Concentration +10, Heal +11, Knowledge (religion) +7, Listen +8, Spellcraft +7, Spot +8, Survival +8
Feats Combat Casting, Improved Initiative, Spell Focus (necromancy), Toughness
Environment warm plains, desert, graveyard or ruined settlement
Organization solitary, shrine or cult host
Challenge Rating 6
Treasure standard plus ritual objects
Alignment usually chaotic evil

Bleeding Touch (Sp)

Seven times per day as a melee touch attack, the Carrion-Seer causes a living creature to take 2 points of bleed damage. The bleeding continues until stopped by magical healing or a successful DC 15 Heal check.

Carrion Omen (Su)

Three times per day as a swift action, the Carrion-Seer grants one allied gnoll within 30 feet a +2 morale bonus on attack rolls, weapon damage rolls and saving throws against fear effects until the beginning of the Carrion-Seer’s next turn.

Speak with Animals (Sp)

The Carrion-Seer may use speak with animals seven times per day.

Cleric Spells Prepared

Caster Level 5th

  • 3rd— animate deadD, bestow curse (DC 17), prayer, speak with dead
  • 2nd— augury, darkness, death knellD (DC 16), hold person (DC 16), spiritual weapon
  • 1st— bane (DC 15), cause fearD (DC 15), command (DC 15), divine favor, obscuring mist, protection from good
  • 0— detect magic, guidance, resistance, virtue

D Domain spell; Domains Animal and Death.

A Well-Lord controls a permanent settlement, important water source, tributary territory or mercenary state. Most are unusually strong, intelligent or charismatic by gnoll standards.

A Well-Lord rules through subordinate Pack-Fangs, hostages, public punishments and control of food or water. The strongest maintain Hunt-Captains, Carrion-Seers, hyaenodon riders and subject settlements that provide skilled labour.

D&D 5E — 2024-Compatible Gnoll Well-Lord

Medium Humanoid (Gnoll), Chaotic Evil

Armor Class 16 (simple scale armor, shield)
Initiative +1 (11)
Hit Points 112 (15d8 + 45)
Speed 30 ft.

STRDEXCONINTWISCHA
20 (+5)12 (+1)16 (+3)10 (+0)14 (+2)14 (+2)

Saving Throws Str +8, Con +6, Wis +5, Cha +5
Skills Intimidation +5, Perception +5, Survival +5
Senses darkvision 60 ft., passive Perception 15
Languages Gnoll and two regional languages
Challenge 5 (1,800 XP; PB +3)

Traits

Lord of the Pack. Allied gnolls within 20 feet of the Well-Lord have Advantage on saving throws against the Frightened condition and gain a +2 bonus to Initiative rolls while the Well-Lord is conscious.

Claim the Weak. Once on each of its turns, the Well-Lord deals an extra 4 (1d8) damage when it hits a creature that is below its Hit Point maximum.

Actions

Multiattack. The Well-Lord makes three attacks, using Heavy Battleaxe, Spear or Bite in any combination.

Bite. Melee Attack Roll: +8, reach 5 ft. Hit: 8 (1d6 + 5) Piercing damage.

Heavy Battleaxe. Melee Attack Roll: +8, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage.

Spear. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 20/60 ft. Hit: 8 (1d6 + 5) Piercing damage, or 9 (1d8 + 5) Piercing damage when used with two hands in melee.

Javelin. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 30/120 ft. Hit: 8 (1d6 + 5) Piercing damage.

Bonus Actions

Rampage. When the Well-Lord reduces a creature to 0 Hit Points with a melee attack on its turn, it moves up to half its Speed and makes one Bite attack.

Commanding Howl (Recharge 5–6). Up to three allied gnolls the Well-Lord can see within 60 feet may use their Reactions to move up to half their Speeds without provoking Opportunity Attacks. One of those gnolls may then make one melee attack.

Tactics

A Well-Lord enters combat surrounded by Pack-Fangs, shield-bearing gnolls, hyenas and trusted retainers. It uses Commanding Howl to surround exposed opponents, withdraw wounded followers or open a route towards an enemy commander.

Pathfinder 1E Gnoll Well-Lord CR 7

XP 3,200
CE Medium humanoid (gnoll)
Init +5; Senses darkvision 60 ft.; Perception +10

Defense

AC 19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +1 natural, +2 shield)
hp 82 (2d8+6d10+32 plus 8)
Fort +12, Ref +3, Will +6

Offense

Speed 20 ft.
Melee battleaxe +13/+8 (1d8+7/×3)
Ranged javelin +8 (1d6+5)

Special Attacks

Commanding Howl (Ex): Once per day as a swift action, the Well-Lord grants allied gnolls within 30 feet a +2 morale bonus on attack rolls and weapon damage rolls and a +10-foot enhancement bonus to their base speed. These bonuses last for 3 rounds.

Claim the Weak (Ex): The Well-Lord deals 1d6 additional damage on its first successful melee attack each round against a creature below half its maximum hit points.

Special Qualities

Lord of the Pack (Ex): Allied gnolls within 20 feet of the Well-Lord gain a +2 morale bonus on saving throws against fear effects and a +1 morale bonus on Initiative checks.

Statistics

STRDEXCONINTWISCHA
20 (+5)12 (+1)18 (+4)10 (+0)14 (+2)14 (+2)

Base Atk +7; CMB +12; CMD 23
Feats Cleave, Great Cleave, Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Skills Intimidate +13, Perception +10, Ride +12, Survival +10
Languages Gnoll and two regional languages

Ecology

Environment warm plains or desert
Organization command group (1 Well-Lord, 1–3 Pack-Fangs and 10–40 gnolls) or court (1 Well-Lord, 2–6 Pack-Fangs, 1–3 Hunt-Captains, 1 Carrion-Seer, 20–100 gnolls, hyenas, hyaenodons and dependants)
Treasure NPC gear plus tribute

D&D 3.5E Gnoll Well-Lord

Medium Humanoid (Gnoll)

Hit Dice 2d8+6d10+32 plus 8 (82 hp)
Initiative +5
Speed 20 ft. (4 squares)
Armor Class 19 (+1 Dex, +1 natural, +5 scale mail, +2 heavy wooden shield), touch 11, flat-footed 18
Base Attack/Grapple +7/+12
Attack battleaxe +13 melee (1d8+7/×3) or javelin +8 ranged (1d6+5)
Full Attack battleaxe +13/+8 melee (1d8+7/×3) or javelin +8 ranged (1d6+5)
Space/Reach 5 ft./5 ft.
Special Attacks claim the weak, commanding howl
Special Qualities darkvision 60 ft., lord of the pack
Saves Fort +12, Ref +3, Will +6

STRDEXCONINTWISCHA
201218101414

Skills Intimidate +13, Listen +10, Ride +12, Spot +10, Survival +10
Feats Cleave, Great Cleave, Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Environment warm plains
Organization command group or court
Challenge Rating 7
Treasure standard plus tribute
Alignment usually chaotic evil

Claim the Weak (Ex)

The Well-Lord deals an additional 1d6 points of damage on its first successful melee attack each round against a creature below half its maximum hit points.

Commanding Howl (Ex)

Once per day as a swift action, the Well-Lord grants allied gnolls within 30 feet a +2 morale bonus on attack rolls and weapon damage rolls and a +10-foot enhancement bonus to their base speed for 3 rounds.

Lord of the Pack (Ex)

Allied gnolls within 20 feet of the Well-Lord gain a +2 morale bonus on saving throws against fear effects and a +1 morale bonus on Initiative checks.


Gnoll Encounter Building

The following table combines equivalent gnoll encounters across D&D 5E, Pathfinder 1E and D&D 3.5E. Levels are approximate encounter bands for a standard four-character party. Add mounts, animals and supernatural associates separately.

Level BandD&D 5EPathfinder 1ED&D 3.5EComplication
12 gnolls (200 XP)1 gnoll (400 XP)1 gnoll, EL 1The gnoll scouts attempt to escape and warn or summon the rest of their pack.
2–34 gnolls (400 XP)2 gnolls (800 XP)2 gnolls, EL 3One gnoll attacks from cover while the others advance. The pack seeks captives and does not fight to the death.
41 Pack-Fang and 3 gnolls (750 XP)1 Pack-Fang and 2 gnolls (1,600 XP)1 Pack-Fang and 2 gnollsThe Pack-Fang sends part of the pack around a flank and attempts to isolate the weakest character.
5–61 Hunt-Captain and 3 gnolls (1,000 XP before mounts)1 Hunt-Captain and 2 gnolls (2,400 XP before a mount)1 Hunt-Captain and 2 gnollsThe Hunt-Captain fights as a mobile skirmisher, attacks from open ground and withdraws if trapped. Add its mount separately.
6–71 Carrion-Seer, 1 Pack-Fang and 3 gnolls (1,850 XP)1 Carrion-Seer, 1 Pack-Fang and 2 gnolls (4,000 XP)1 Carrion-Seer, 1 Pack-Fang and 2 gnollsThe Carrion-Seer begins behind cover or a screen of followers and uses darkness, fear and curses to break party cohesion.
7–81 Well-Lord, 1 Pack-Fang and 4 gnolls (2,650 XP)1 Well-Lord, 1 Pack-Fang and 4 gnolls (5,600 XP)1 Well-Lord, 1 Pack-Fang and 4 gnollsThe Well-Lord withdraws if the Pack-Fang and half the ordinary gnolls are defeated.
8–91 Well-Lord, 1 Carrion-Seer, 2 Pack-Fangs and 6 gnolls (4,400 XP)1 Well-Lord, 1 Carrion-Seer, 2 Pack-Fangs and 6 gnolls (8,000 XP)1 Well-Lord, 1 Carrion-Seer, 2 Pack-Fangs and 6 gnollsThe leaders coordinate several attack groups. Add every animal, mount and supernatural associate separately.

Hyenas, hyaenodons, pugwampis, leucrottas, crocottas, ghuls and werehyenas retain their own statistics, actions, Challenge Ratings and XP values.

A rider and mount count as separate creatures unless a specific combined stat block states otherwise. In Pathfinder 1E, add each associated creature’s full XP value. In D&D 3.5E, calculate each creature separately when determining the final Encounter Level.

Intelligence and Practical Culture

Most gnolls possess less abstract intelligence than humans, elves, dwarves or hobgoblins. They are impatient learners, poor record-keepers and unreliable planners when a task extends far beyond an immediate season, hunt or campaign.

This limitation does not make gnolls mindless. They display considerable practical cunning in areas central to survival and violence:

  • Reading tracks, scents and disturbed vegetation.
  • Remembering wells, caves, grazing routes and ambush sites.
  • Recognising rank, fear, submission and weakness.
  • Coordinating simple pack attacks through calls and gestures.
  • Maintaining familiar weapons, hides and animal tack.
  • Judging whether a captive is more valuable as labour, ransom or food.
  • Learning repeated military drills under a strong leader.

Gnolls are less capable when dealing with complicated mathematics, written law, advanced siegecraft, intricate metalwork, accounting or machinery. A large gnoll state normally obtains these skills from enslaved specialists, tributary settlements, foreign mercenaries or an unusually intelligent ruling caste.

Gnoll administration is direct and physical. Tribute is counted in visible herds, sacks, captives or weapons. Boundaries are marked with stones, bones, scents and guarded wells. Laws are remembered through precedent, scars, spoken judgements and public punishment.

Gnoll leaders are often more intelligent than ordinary members of their packs. Pack-Fangs impose immediate discipline, Hunt-Captains understand terrain and animals, Carrion-Seers preserve ritual knowledge, and Well-Lords learn how to employ subject specialists.

Origin and Deep History

The Age of Open Lands

The distant ancestors of the gnolls emerge during the Age of Open Lands, when expanding savannahs and steppes transform Africa and Eurasia. Ancient hyaenid lineages develop powerful bone-crushing jaws, endurance, social hunting and the ability to exploit almost every part of a carcass.

Gnolls are the sapient descendants of this ancient stock. Their emergence belongs to natural history within an already magical world. Ambient magic, ancestral spirits and the pressures of survival influence their development, but no god, demon or mortal wizard creates the species.

The Shattered Crown

Recognisably sapient gnoll peoples emerge in eastern and northeastern Africa during the Shattered Crown. Their oldest traditions place the first remembered packs around the eastern savannahs, Rift valleys, upper Nile, Horn of Africa and Red Sea highlands.

These early gnolls follow great herds, occupy caves and rocky dens, guard carcass grounds and compete with other predators and peoples. They develop stone tools, controlled fire, complex spoken languages, territorial rites and customs governing the distribution of meat.

Living gnolls descend from several related Ice Age populations rather than a single founding tribe. Their oldest genealogies describe First Mothers, sacred dens and remembered migrations, but no universal gnoll creation story exists.

Ice Age Migrations

Repeated glacial advances lower sea levels and open grassland corridors. Gnoll populations follow prey, rivers and seasonal grazing into northern Africa, the Nile valley, Arabia, the Levant, Anatolia, Persia, Central Asia and the Indian subcontinent.

Other populations reach southern and central Europe alongside Ice Age herds. Most European populations later disappear, migrate or become isolated as forests expand, prey changes and human settlement intensifies.

Gnolls encountered in late-medieval Europe usually descend from mercenaries, captives, sailors, exiles or packs that migrated through North Africa, the Black Sea or eastern Mediterranean. Large surviving European populations are unusual.

Yeenoghu’s Claim

Yeenoghu enters gnoll history after the species and its earliest cultures already exist. His cults spread most successfully among packs broken by famine, defeat, displacement and supernatural catastrophe.

Yeenoghu’s priests call him the Father of Gnolls, but the oldest gnoll genealogies remember ancestors who lived before his name was known. His claim is conquest disguised as creation.

The cult teaches that restraint is cowardice, preservation is waste and every living creature exists to be hunted. It replaces obligation to kin with obedience to the strongest killer and transforms practical consumption into a sacrament of destruction.

Historical Development

Early Settlement

As the Ice Ages end, gnoll populations spread across the greener Sahara, Sahel, Nile territories, Arabia and western India. Some remain mobile hunters and herders. Others establish seasonal or permanent settlements near wells, caves, migration bottlenecks and defensible uplands.

The spread of agriculture creates conflict over water, pasture, hunting grounds and river access. Gnolls raid weak farming settlements, while expanding states fortify wells and displace packs from older territories.

The First Well-Lordships

During the Rooting Age, powerful gnoll clans begin controlling permanent wells, dry-season pastures and caravan crossings. These Well-Lords demand livestock, food, labour and hostages from weaker communities.

These early states possess little formal administration. Rulers maintain authority through armed retainers, captive workers, marriage ties, public punishment and remembered tribute agreements.

Gnoll slavery develops in both directions. Gnoll packs seize captives for herding, agriculture, quarrying and construction, while expanding kingdoms capture gnolls for mines, armies and dangerous frontier labour.

Cities, Kingdoms and Empires

As cities and long-distance trade develop during the Blooming Cities, gnolls become known as caravan guards, raiders, hide traders, slavers, scouts and frontier auxiliaries.

Gnoll warbands create principalities around wells, mountain passes, river crossings and caravan tracks. These states depend upon tribute, enslaved agricultural populations and subject communities allowed to retain their own craftspeople and local officials.

Large empires recruit, deport, enslave or destroy gnoll communities according to circumstance. Gnolls acquire reputations as trackers, night fighters and pursuit troops, but employers distrust them near treasuries, powder stores, capitals and civilian populations.

Gnolls readily use simple captured weapons. They have greater difficulty maintaining complex armour, siege engines, firearms and administrative systems after the foreign specialists who introduced them have departed.

Named Wars and Campaigns

Gnoll history contains repeated victories, defeats, rebellions and civil wars. The following conflicts form part of campaign canon and are preserved through gnoll oral histories, foreign chronicles, military records and the names of wells, fortresses and ruined settlements.

ConflictPeriod and RegionCombatantsOutcome
War of the Seven WellsRooting Age; upper Nile and Horn of AfricaA gnoll confederation against fortified pastoral settlements and rival well-holdersGnoll victory. Seven major dry-season wells were captured, creating the earliest remembered gnoll well-lordships. The confederation later divided into rival principalities.
The Red Grass WarsBlooming Cities; Nile–Sahel frontierGnoll migrants against river kingdoms, fortified farmers and allied herdersGnoll defeat. Fortified wells, organised archers and river-borne supplies forced the packs from the richest grazing lands. Many survivors were enslaved or recruited as auxiliaries.
The Iron Collar RevoltIron Ascendancies; Red Sea mines and frontier districtsEnslaved gnoll soldiers, miners and labourers against imperial garrisonsCostly gnoll victory. Most rebels died, but several mines and forts remained independent. Survivors founded the Iron Collar Freeholds.
The War of Broken SpearsWars of Dominion; southern Arabia and the Levantine frontierGnoll auxiliaries against an employer who withheld their pay and attempted to disarm themGnoll victory. The mutineers seized two frontier fortresses, several wells and a caravan route. Their captains founded the Broken Spear Principality.
The War of the Empty DensEarly Age of Severed Crowns; Horn of Africa and upper NileTraditional gnoll clans against a federation of Yeenoghu cultsPyrrhic traditionalist victory. The cult armies were broken, but ancestral dens and entire clans were destroyed. Surviving cultists scattered into Arabia, Egypt and the Sahel.
The Black Standard WarAge of Severed Crowns; eastern Persian frontier and Caucasus marchesA gnoll pastoral confederation against an expanding hobgoblin frontier empireGnoll defeat. Hobgoblin cavalry, engineers and permanent garrisons captured the confederation’s forts and wells. Survivors became mercenaries, mountain raiders and refugees.
The Carrion Marches1348–1352; Maghreb, Egypt and eastern MediterraneanGnoll warbands exploiting plague-weakened territories against local rulers, militias and mercenary coalitionsInitial gnoll victories followed by strategic defeat. Gnolls occupied abandoned villages and pasture but failed to hold major towns after regional armies reorganised.

Legacy of the Wars

The War of the Seven Wells remains central to gnoll political memory. Several rulers in 1454 claim descent from its victorious First Mothers, even when their genealogies contradict one another.

The Iron Collar Revolt is remembered as proof that captivity can be broken through unity and violence. Gnoll mercenaries invoke it when employers delay payment or attempt to confiscate their weapons.

The War of Broken Spears established the gnoll principle that a military company may seize land when an employer violates a sworn contract. Settled rulers regard this doctrine as brigandage; gnoll captains treat it as lawful compensation.

The War of the Empty Dens created a lasting division between traditional gnoll religion and Yeenoghu’s cults. Some packs kill Yeenoghu’s priests on sight, while others tolerate them only when the cult does not threaten young gnolls, ancestral remains or food stores.

The Black Standard War exposed gnoll weaknesses against disciplined armies supported by permanent supply systems and skilled engineers. Gnoll veterans learned to target messengers, draught animals, engineers and baggage trains rather than attacking fortified positions directly.

Patterns of Victory and Defeat

Gnoll armies are most successful when they can move rapidly through dry country, seize livestock, destroy supplies, attack after dark and force enemies to defend several wells or settlements at once.

They frequently defeat divided enemies, unpaid mercenary forces and isolated frontier garrisons. Gnoll scouts can outmanoeuvre heavier armies, while the threat of enslavement or consumption may cause poorly defended settlements to surrender without battle.

Gnolls are less successful in long sieges, densely cultivated river valleys and wars requiring sophisticated logistics. Confederations often fracture when a leader dies, plunder runs short or rival packs disagree over succession.

Gnoll states overcome these weaknesses by forcing subject farmers to provide food, enslaving craftspeople, hiring foreign specialists or placing unusually intelligent leaders over important strongholds.

Gnolls in 1454

In the campaign present, gnolls remain most numerous across Africa, Arabia and western Asia. They range from mobile packs and pastoral clans to fortified settlements, mercenary colonies and predatory principalities.

The Seven Wells Principalities remain divided but wealthy. Their rulers control dry-season water, grazing and routes linking the upper Nile to the Red Sea hinterlands.

The Iron Collar Freeholds survive as crude fortified mining and mercenary settlements. Their rulers fiercely oppose outside attempts to enslave gnolls while freely enslaving captured enemies and debtors.

The Broken Spear Principality controls part of a caravan route between southern Arabia and the Levantine frontier. Its gnoll captains rely upon enslaved clerks, subject merchants and foreign armourers to manage responsibilities beyond simple toll-taking and military force.

Refugees from the Black Standard War serve in foreign armies or raid the mountain frontiers of western Asia. Survivors of the Carrion Marches occupy plague ruins and abandoned grazing lands around the Mediterranean.

Gnolls are uncommon but familiar in European and Mediterranean ports, where they appear as sailors, guards, slaves, escaped captives, caravan workers or foreign mercenaries.

No single gnoll empire dominates the species. Most gnolls owe allegiance to a local pack, Pack-Fang, Hunt-Captain, Den-Mother, Carrion-Seer, Well-Lord or pastoral king rather than to a distant sovereign.

Distribution and Demographics

No reliable world census of gnolls exists. Mobile packs conceal their numbers, frontier settlements avoid taxation and many gnoll territories lie beyond regular administration.

Campaign estimates place the global gnoll population somewhere between one and three million. This is a working demographic range rather than a precise count.

Population RegionRelative PresenceTypical Communities
Horn of Africa, upper Nile and eastern African grasslandsVery numerousAncient clans, pastoral settlements, hill dens, mercenary companies and cult territories
Sahel and western African savannahsVery numerousMobile packs, tributary strongholds, livestock raiders and military confederations
Central and southern African grasslandsNumerous but dispersedHunters, herders, fortified dens and isolated clans
Maghreb and Sahara marginsRegionally numerousOasis lords, mountain dens, caravan raiders and hired desert trackers
Arabia and the LevantRegionally numerousWell-holding clans, mercenary bands, pastoral packs and fortified settlements
Persia, Caucasus and Central AsiaScatteredMountain packs, military settlers, refugees and displaced warbands
Sindh, western India and the DeccanScattered to regionally numerousDry-forest clans, plateau settlements and military companies
Europe and maritime diasporasUncommonMercenaries, captives, exiles, sailors and small migrant communities

Population Units

CommunityTypical PopulationComposition
Hunting party2–8 gnollsHunters, scouts or foragers, sometimes accompanied by hyenas
Raiding band10–30 combatantsArmed adults under a Pack-Fang or Hunt-Captain
Pack or clan25–120 membersRelated households, dependants, young gnolls, captives and working animals
Permanent settlement100–600 inhabitantsWarriors, hunters, herders, young, elderly, slaves and a limited number of craftspeople
Major stronghold600–2,000 inhabitantsSeveral packs ruled by a dominant lineage, Well-Lord, werehyena or priesthood
Confederation1,000–5,000 membersMultiple packs assembled for war, migration or defence
Principality or pastoral kingdom5,000–30,000 subjectsGnoll rulers, subordinate packs, tributary settlements and enslaved populations

A warband is not an entire settlement. Stable communities include young gnolls, herders, injured veterans, elderly pack members, slaves, working animals and the limited number of individuals capable of specialised crafts.

Between one-quarter and one-third of a stable settlement is normally below fighting age. A population composed almost entirely of armed adults is a military expedition, slave camp, cult host or community suffering demographic collapse.

Life Cycle

  • Gnolls usually bear one or two young at a time.
  • Young gnolls walk early but remain dependent upon the pack for several years.
  • Social adulthood normally begins between fourteen and sixteen.
  • Full physical maturity is reached during the late teenage years.
  • Gnolls commonly live for approximately fifty to sixty-five years.
  • Individuals protected from warfare, disease and hunger can survive beyond seventy.

Pack, Clan and Kinship

The pack is the central gnoll social unit. It may consist of a household, extended family, military company, hunting group or settlement faction. Blood ancestry matters, but adoption, oath, marriage, enslavement and shared warfare can also create pack relationships.

Many older gnoll clans trace territory, inheritance and ancestry through maternal lines, particularly where several generations share the same den or grazing ground. Den-Mothers preserve genealogies, decide the status of young gnolls and arbitrate disputes over inherited territory.

Mercenary companies organise themselves around sworn service and the authority of a Hunt-Captain or Well-Lord. Such companies may contain unrelated gnolls whose loyalty rests upon regular payment and shared plunder rather than ancestry.

Pack loyalty does not imply compassion towards outsiders. A gnoll may risk its life for a littermate while calmly enslaving, selling or eating a stranger.

Leadership

Gnoll leaders gain authority through strength, intimidation, hunting success, wealth and the ability to keep followers supplied. Good judgement matters, but followers are more likely to recognise visible success than subtle planning.

Challenges may take the form of ritual combat, hunting contests, public accusations, desertion or assassination. Successful rulers reduce internal violence by distributing plunder and directing ambitious followers towards external enemies.

Leaders with human-level or greater intelligence possess an enormous advantage. Such individuals may use written contracts, maintain permanent supply stores, direct siege operations or employ specialists more effectively than ordinary gnolls.

A powerful leader may display status through an armoured hyaenodon, a household pack of hyenas, a werehyena adviser or an alliance with a dangerous supernatural predator.

Internal Law

Gnoll law protects the pack before the individual. Theft from an enemy may be praised, while theft from common stores can result in mutilation, exile or death.

Rank, ancestry and usefulness influence punishment. Pack members possess greater protection than slaves, captives and tributary subjects. A recognised leader may authorise killings that would otherwise begin a blood-feud.

Most gnoll law is oral. Witnesses, scars, scent-marked objects, severed trophies and public recitation preserve agreements. Mercenary companies dealing with settled powers may use enslaved or hired scribes to produce written contracts.

Gnoll States and Nations

Gnolls can establish states, but their nations remain uncommon, decentralised and dependent upon direct force. They arise where powerful packs gain permanent control of water, pasture, fortifications, trade routes or agricultural subjects.

Gnoll rulers rarely create elaborate ministries or legal systems. Authority is exercised through subordinate Pack-Fangs, Hunt-Captains, tribute collectors, hostages, military patrols and public punishment.

Gnoll Principality

A gnoll principality is ruled from a fortress, ruined city, oasis or mountain stronghold. Its ruling pack extracts livestock, grain, labour, captives and coin from surrounding settlements.

Many such states contain more non-gnoll subjects than gnoll citizens. A few hundred armed gnolls may dominate thousands of farmers, herders and craftspeople whose work sustains the ruling pack.

Pack Confederacy

A confederacy unites several clans beneath a dominant Well-Lord or Hunt-Captain. It can control a broad territory and mobilise thousands of warriors, but often fragments after defeat, disputed succession or failure to distribute plunder.

Mercenary State

A mercenary state begins when a ruler grants land, grazing rights or fortresses to a gnoll company. Its captains gradually become hereditary lords and seize tolls and tribute in their own name.

Such states frequently depend upon inherited foreign fortifications and subject administrators. Their physical defences may outlast the gnolls’ ability to repair them properly.

Pastoral Kingdom

A pastoral kingdom consists of mobile herders who recognise a royal lineage, sacred den or seasonal assembly. It possesses territory and customary law but few permanent towns. Authority travels with the ruler, army and herds.

Yeenoghu Dominion

A Yeenoghu dominion is a cult-controlled war state created through terror, famine and forced conversion. Such realms expand rapidly but rarely endure because they consume livestock, captives, dependants and followers faster than they can replace them.

Enemies and Rivalries

Other Gnolls

The most frequent enemies of gnolls are other gnolls. Packs fight over wells, pasture, hunting grounds, captives, tribute, inherited claims and the right to lead confederations.

Succession disputes can divide a strong principality into hostile territories within a single season. Victorious claimants may enslave, absorb or consume members of defeated lineages.

Yeenoghu Cults

Conflicts between traditional clans and Yeenoghu cults are especially bitter. Traditional gnolls may be brutal raiders and slavers, but they preserve young, livestock, ancestral remains and food stores. Yeenoghu’s followers treat such restraint as weakness.

Settled Kingdoms and Farming Communities

Gnoll raids, livestock theft, slave-taking and competition for water make settled frontier states natural enemies. Farming communities fortify wells, build watchtowers and hire soldiers to prevent gnoll packs from seizing harvests or captives.

Peace is possible where a strong ruler can enforce tribute, boundaries and safe-conduct. Such peace normally rests upon mutual fear rather than trust.

Caravan Cities and Merchant Leagues

Gnoll states frequently compete with merchants for control of passes, wells and caravan routes. A gnoll prince may protect merchants who pay tolls while attacking trade networks that refuse his authority.

Merchant leagues sometimes fund punitive expeditions against gnoll toll-forts. Gnolls answer by taking caravans, hostages and trade officials.

Hobgoblin Empires

Hobgoblin rulers demand taxation, registration, military obedience and permanent control over conquered territory. Gnoll packs resist such authority unless they receive land, plunder or recognised military status.

Hobgoblin discipline, engineers, artillery and organised supply systems pose a serious threat to gnoll strongholds. Gnolls answer with ambushes, livestock theft and attacks upon isolated convoys.

Orc Confederacies

Gnolls and orcs compete over herds, seasonal grazing, captives and frontier routes. Temporary alliances occur when they face a wealthier settled enemy, but disputes over plunder commonly end such coalitions.

Minotaurs and Baphomet’s Cults

The hatred between Yeenoghu and Baphomet spreads among their mortal followers. Gnolls and minotaurs contest cult territories, hunting grounds and ruined labyrinths.

Slave-Taking States

Neighbouring kingdoms capture gnolls for mines, galleys, arenas and military service. Gnoll packs retaliate with raids intended to free captives, seize hostages or destroy slave markets.

The memory of the Iron Collar Revolt makes enslavement a particularly powerful cause for gnoll confederation.

Economy, Raiding and Slavery

Gnoll economies combine hunting, herding, scavenging, trade, mercenary service, tribute and raiding. A successful pack uses every part of a carcass: meat is eaten or dried, hide becomes leather, sinew becomes cord, fat becomes fuel and bone becomes tools or ornaments.

Raiding

Typical targets include livestock, grain stores, metal tools, weapons, pack animals, captives, wells and trade routes. A leader distributes captured goods among followers to secure loyalty and prestige.

Established gnoll states regulate raiding. Protected merchants and tributary villages are spared because destroying them would reduce future income. Packs are instead directed against enemies or communities outside recognised boundaries.

Slavery

Slavery is widespread in many gnoll societies. Captives herd livestock, cultivate fields, carry supplies, mine, dig fortifications, tan hides and perform skilled work that most gnolls cannot or will not learn.

A captive’s value determines whether that person is enslaved, sold, ransomed or eaten. Smiths, healers, scribes, builders and strong labourers are likely to be kept alive. The injured, rebellious or unwanted may be butchered.

Gnoll slaveholders use hostage-taking, mutilation, family separation, collective punishment and the threat of consumption to maintain control.

Gnolls are also enslaved by neighbouring powers and used as trackers, mine workers, galley slaves, arena fighters and expendable soldiers. Escaped gnoll slaves frequently become mercenaries, raiders or founders of new packs.

Tribute and Protection

Subject settlements may provide grain, livestock, salt, weapons, labourers, hostages or military auxiliaries. In return, the gnoll ruler protects them from rival packs and external enemies.

This protection is coercive but real. A village beneath a powerful Well-Lord may be safer than one lying between several independent raiding bands.

Mercenary Service

Gnolls serve as scouts, trackers, frontier guards, caravan escorts, pursuit troops and forces used to suppress rebellion.

They are less useful as engineers, siege specialists or disciplined missile troops unless led and trained by experienced officers.

Their contracts commonly specify payment, grazing rights, plunder and ownership of prisoners. An employer who refuses payment may find the company taking hostages, seizing estates or turning to open raiding.

Trade and Tolls

Gnolls trade hides, leather, bone, glue, salt, livestock, trained hyenas, captives, military service and information about roads and water.

They import grain, simple metal weapons, cloth, armour, tools and luxury goods. Captured equipment is highly valued because gnoll metalworking rarely matches that of established human, dwarven or hobgoblin centres.

Eating Other People

Many gnolls regard other humanoids as potential food. Humans, elves, dwarves, halflings, goblins and other peoples may be hunted, butchered and eaten just as animals are.

This practice is not limited to Yeenoghu’s followers. Ordinary gnolls commonly eat enemy dead, condemned slaves and prisoners considered too troublesome or weak to retain.

Gnolls do not eat every person they defeat. Captives may be worth more as labourers, hostages, ransom or merchandise. A practical leader decides whether a prisoner is more valuable alive or butchered.

People-eating may serve several purposes:

  • Food: Humanoid flesh provides meat during migration, famine and warfare.
  • Terror: Public butchery may force neighbouring communities to surrender.
  • Punishment: Traitors, rebels and serious offenders may be sentenced to consumption.
  • Humiliation: Eating an enemy prevents ordinary burial and demonstrates complete victory.
  • Ritual: A warrior may eat part of a respected enemy to claim courage or strength.

Some gnoll states prohibit the consumption of protected merchants, envoys, tributaries and valuable slaves. Unauthorised killing may be punished when it damages the ruler’s wealth or reputation.

Gnolls also eat their own dead. A distinguished Pack-Fang, Den-Mother, Hunt-Captain, Carrion-Seer or Well-Lord may receive a brief prayer, ceremonial butchery or careful cooking, but many packs regard an ordinary dead gnoll as meat that should not be wasted.

Yeenoghu cultists turn these practices into spectacles of domination, forcing subordinates to consume defeated rivals, ancestors or fallen companions as proof that no obligation stands above hunger.

Religion

Gnoll religion predates Yeenoghu. Older traditions honour ancestral hunters, First Mothers, den spirits, carrion spirits, powerful beasts and the forces of drought, storm, darkness and open land.

These traditions are often cruel. They may sanctify vengeance, conquest, blood-feud, slavery and the ritual consumption of enemies. They nevertheless impose duties to kin, territory, young gnolls and future generations.

Traditional Carrion-Seers

Traditional Carrion-Seers interpret animal movement, disease, dreams, weather, entrails and the speech of scavenger spirits. They preserve taboos surrounding sacred dens, old water sources, ancestral bones and the consumption of distinguished leaders.

A Carrion-Seer may serve as healer, judge, diviner and keeper of oral history. Such a seer can restrain a Well-Lord whose appetite threatens the survival of the pack, although this influence depends upon reputation and fear rather than formal office.

Yeenoghu Cults

Yeenoghu teaches that restraint is weakness and consumption proves ownership. His followers kill more than they can use, destroy food they cannot carry and slaughter dependants who slow the pack.

His cults can be recognised by iron flail symbols, ritual starvation, trophy spikes, scarification, cannibal feasts and the desecration of ancestral remains.

Even a cruel ordinary pack may resist Yeenoghu when his Carrion-Seers threaten its young, livestock, food stores or inherited territory.

Related Creatures and Dependants

The creatures found around a gnoll pack reveal its wealth, leadership and religious character. Most communities keep hyenas. Wealthy leaders may control hyaenodons. Pugwampis gather around gnolls as worshipful dependants. Leucrottas, crocottas, ghuls and werehyenas belong to more dangerous or supernatural associations.

Hyenas

Hyenas are the animals most closely associated with gnolls. They serve as pets, household companions, hunting animals, trackers, camp guards and scavengers.

Some gnolls raise individual hyenas beside their own young and treat them as members of the household. Others maintain working packs around livestock enclosures, rubbish pits and military camps.

Trained hyenas locate wounded prey, warn of approaching strangers, pursue fugitives and guard captives. During battle they usually remain behind the first line until the enemy formation breaks.

Wild hyenas do not obey gnolls automatically. They must be raised, fed and trained like other dangerous animals.

Hyaenodons

Hyaenodons are larger, faster and more dangerous than ordinary hyenas. Powerful leaders, wealthy clans and specialised military companies capture or breed suitable animals as elite mounts, shock beasts, execution animals and fortress guardians.

Only unusually large and carefully trained hyaenodons can bear fully armed gnolls. Such animals are rare enough to be inherited, offered as diplomatic gifts or demanded as tribute.

Regional Hyaenodon Riders

Hyaenodon riders are found primarily in open savannahs, semi-desert, steppe and broad caravan country. They are uncommon in forests, steep mountains, dense farmland and crowded towns.

Mounted Hunt-Captains serve as scouts, raiders, messengers, pursuit troops and the personal retainers of Well-Lords. They avoid dense infantry formations unless attacking a broken flank or fleeing enemy.

Most tack consists of layered hide, rope, wooden frames, bone fittings and padded blankets. Wealthy rulers may employ enslaved or foreign saddle-makers.

A rider commonly carries javelins, a light spear, a shortbow and a handaxe. Heavy armour is avoided because it tires the mount and makes a fallen rider easier to kill.

Some hyaenodons fight without riders. These trained shock beasts are released against infantry, livestock or fugitives before handlers attempt to recall them with familiar calls, scents or meat.

Pugwampis

Pugwampis are cowardly gremlins that admire gnolls as idealised examples of strength and savagery. They honour gnolls as gods and attempt to imitate their appearance, violence and mannerisms.

Gnolls generally despise pugwampis. Their weakness, deafness, fawning behaviour and constant attempts to gain approval disgust most packs. Gnolls nevertheless sometimes allow pugwampis to remain nearby so they can torment, exploit or sacrifice them.

Pugwampis may serve as:

  • Camp followers and scavengers.
  • Crude trap-makers and saboteurs.
  • Bait used to draw enemies into ambushes.
  • Expendable tunnel scouts.
  • Servants sent into dangerous ruins.
  • Living sources of supernatural misfortune.

Pugwampis are never respected pack members. They receive scraps, abuse and contradictory orders, yet often interpret this treatment as proof that the gnolls have noticed them.

In systems where a pugwampi’s unluck aura specifically spares gnolls, cruel packs may drive the gremlins towards enemy positions so the aura hinders opponents without affecting nearby gnoll warriors.

Leucrottas

Particularly savage packs may associate with leucrottas. These intelligent predators imitate humanoid voices, lure travellers into ambushes and delight in tormenting intelligent prey.

A leucrotta is not a pet or trained war animal. It generally considers itself superior to nearby gnolls and may attempt to manipulate, humiliate or replace the pack’s existing chief.

Some leucrottas lead gnoll packs directly. Others act as deceptive scouts, advisers or terror weapons, using stolen voices to draw guards away from walls or separate travellers from their companions.

A leucrotta may permit a favoured gnoll companion to ride it into battle. Such a gnoll is an associate rather than a master, and the leucrotta may abandon or kill the rider when the relationship ceases to be useful.

Crocottas

Crocottas are hyena-like predators with wide jaws, powerful bone ridges and voices capable of imitating humanoids.

They are less intelligent than leucrottas and may sometimes be raised from young as fierce companions. Gnoll attempts to control adult wild crocottas remain dangerous and frequently end with dead handlers.

Crocottas are most likely to appear around leucrotta-led packs, remote burial grounds and savage gnoll territories. They serve as trackers, ambush predators and guards rather than ordinary household animals.

Ghuls

Some plague-ridden or Yeenoghu-controlled packs associate with ghuls. These shapeshifting supernatural corpse-eaters haunt deserts, graveyards, necropolises, plague pits and ruined settlements.

Ghuls are intelligent beings rather than pets. They may act as priests, prophets, necromancers, guides, spies or rulers of carrion covens containing gnolls, ghouls and mortal cannibals.

Many ghuls regard themselves as superior to gnolls within Yeenoghu’s hierarchy. Some gnolls serve them as interpreters of divine hunger, while others hunt them as rivals that steal corpses and desecrate ancestral remains.

Gnoll-ghul alliances are strongest around battlefields, plague ruins and burial grounds. Gnolls may claim living captives while ghuls take corpses and graves. Such arrangements regularly collapse into violence.

Werehyenas

Werehyenas are particularly common among gnolls. Many packs interpret lycanthropy as a supernatural blessing and treat infected or natural werehyenas with fear and respect.

A gnoll werehyena often rises as a chieftain, shaman, champion or Carrion-Seer. Its greater cunning and supernatural resilience allow it to dominate ordinary gnolls more easily than a normal warrior could.

Traditional clans may regard werehyenas as ancestral guardians or dangerous spirit-touched leaders. Yeenoghu cults portray them as chosen predators destined to rule weaker pack members.

Associated Creatures at a Glance

CreatureRelationshipTypical RoleReliability
HyenaPet, companion or trained animalGuard, tracker, hunter and pursuit beastReliable when raised and fed
HyaenodonRare mount or trained war-beastElite mount, shock beast, guardian or execution animalDangerous but trainable
PugwampiDespised worshipper and dependantTrap-maker, bait, servant and source of unluckCowardly and unreliable
LeucrottaIndependent ally, leader or chosen steedDeceptive scout, ambusher, terror weapon or pack leaderTreacherous and never domesticated
CrocottaRare trained predator or wild associateGuard, tracker and ambush beastFierce and difficult to control
GhulPriest, rival or supernatural allyCorpse-eater, shapeshifter and graveyard guideIntelligent, ambitious and unreliable
WerehyenaSpirit-touched leader or rivalChieftain, shaman, infiltrator and championPowerful but often domineering

Weapons and Armour

Equipment Doctrine

Gnoll equipment reflects their physical strength, lower average intelligence, limited craftsmanship and preference for immediate practical results. Most weapons are simple enough to manufacture, repair or replace without specialised tools.

Gnolls readily steal superior equipment, but possession does not guarantee proper maintenance. Captured gear is often used until it breaks and then stripped for metal, straps and trophies.

Common Weapons

WeaponTypical UsersReason for Use
SpearHunters, guards and ordinary warriorsCheap, durable, easily repaired and effective against large prey or mounted enemies
JavelinHunters, riders and skirmishersSimple to make and useful before closing into melee
Club or greatclubPoor packs, guards and young warriorsRequires little metalworking and exploits gnoll strength
Battleaxe or heavy cleaverRaiders, Pack-Fangs and shield-bearing warriorsPowerful, direct and useful for butchery as well as combat
ShortbowHunters and Hunt-CaptainsMore manageable than a longbow in scrub, ruins and mobile warfare
Crude polearmStronghold guards and formation troopsExtends reach and can be assembled from a simple blade fixed to a long shaft
FlailYeenoghu cultistsReligious symbol and terror weapon; uncommon among ordinary packs

The spear and broad shield form the most practical standard loadout. Battleaxes, cleavers and clubs suit close raiding. Shortbows are used by dedicated hunters, while longbows are normally captured weapons rather than products of gnoll craft traditions.

Crossbows may appear among mercenary companies or fortress guards supplied by foreign employers, but most packs cannot manufacture or repair their mechanisms. Firearms are not standard gnoll equipment.

Common Armour

ArmourTypical UsersConstruction
Quilted clothHunters and poorer raidersSeveral layers of coarse cloth or felt stitched together
Layered hideOrdinary warriorsOverlapping pieces of tough animal hide tied to a leather backing
Rough leatherEstablished packsThick leather coat reinforced at the chest and shoulders
Bone- or horn-reinforced hidePack-Fangs and ritual guardsHide fitted with crude plates of bone, horn or salvaged metal
Scavenged mail shirtWealthy leaders and mercenariesCaptured human or nonhuman mail cut apart and crudely extended
Simple scale armourWell-Lords and elite stronghold guardsImported or slave-made scales attached to a heavy backing

Plate armour is not part of normal gnoll military culture. It requires precise fitting, advanced metalworking, regular maintenance and trained armourers beyond the ability of most packs.

Even wealthy Well-Lords favour hide, scale or scavenged mail. A gnoll wearing complex captured armour is likely to have obtained it from a subject armourer, foreign employer or defeated enemy.

Gnoll helmets are simple iron caps, hide hoods or open-faced helmets with space for the ears and muzzle. Fully enclosed helmets restrict hearing, scent and jaw movement.

Armour rarely encloses the digitigrade lower legs. Gnolls use leather wrappings, knee guards and open-backed greaves. Human boots do not fit them.

Shields

Gnolls prefer broad round or oval shields made from wood, wicker and layered hide. Such shields are simple to repair, light enough for long marches and large enough to protect a gnoll’s torso.

Metal shields and tower shields are uncommon. They require more metal, greater craftsmanship and more disciplined formation fighting than most packs can support.

Mounted Equipment

Hyaenodon riders use light equipment. Heavy armour exhausts the mount and makes a fallen rider vulnerable.

A typical Hunt-Captain carries javelins, a light spear, a shortbow, a handaxe and a small hide-covered shield. Saddles and harnesses are made from hide, rope, wood and bone unless foreign craftspeople are available.

Communication and Behaviour

Gnolls communicate through speech, posture, scent, ear movement and a wide range of growls, yelps, whoops and laughing calls. Their laughter may express triumph, warning, excitement, mockery, submission or recognition.

Distant calls allow hunters to coordinate across open country. Changes in rhythm announce prey, danger, territorial claims, a successful kill or the presence of strangers.

Gnolls are intensely social and dislike prolonged isolation. A solitary gnoll is usually a scout, exile, messenger, escaped slave or survivor of a destroyed pack.

Boasts, threats and displays of appetite continually test rank. Stable packs direct this competition towards hunting and war. Unstable packs collapse into feuds, killings and desertion.

Most gnolls are lazy when another creature can perform difficult work for them. They prefer scavenging, theft, intimidation and slave labour to sustained craft or agriculture.

Law and Personhood

Gnolls are mortal persons capable of understanding law, oath, surrender and consequence. Their lower average intelligence, cruelty and consumption of other people do not make them animals.

A recognised envoy, hired soldier or traveller under safe-conduct may possess legal protection. A gnoll who commits murder, kidnapping or unlicensed raiding can be prosecuted as a brigand rather than killed solely for being a gnoll.

Gnoll rulers make similar distinctions. Protected merchants and envoys are valuable; unclaimed travellers may be treated as captives or prey.

Hunting and Warfare

Gnolls prefer battles in which they control the timing, terrain or numbers. Scouts and trained hyenas locate prey before archers and javelin throwers disrupt its formation. Shield-bearing warriors then close with spears, axes and clubs.

Gnoll plans are usually simple. A typical attack relies upon concealment, a sudden rush, flanking groups and pursuit animals rather than complex manoeuvres or carefully timed reserves.

Pack-Fangs can drill gnolls into rough formations. Without such leadership, individual warriors abandon the plan to chase wounded enemies, seize captives or claim trophies.

Well-Lords and experienced Hunt-Captains may coordinate several packs, but their plans remain direct: cut the road, seize the well, scatter the herd, kill the leader and pursue the fugitives.

In open country, elite riders use specially trained hyaenodons to scout, pursue fugitives, attack exposed flanks and drive livestock away from enemy camps.

Packs accompanied by pugwampis may drive the gremlins towards enemy formations or place them near traps where their supernatural misfortune causes the greatest harm.

The most savage packs may be led by leucrottas or werehyenas. Packs allied with ghuls use graveyards, plague ruins and shapeshifting infiltrators to conceal their movements.

Gnolls attack animals, supplies and dependants to force stronger enemies out of position. They follow wounded enemies by scent and attack again after dark.

Gnolls do not regard withdrawal as cowardice when it preserves the pack. They flee when victory becomes clearly impossible unless driven by Yeenoghu’s magic or a leader they fear more than the enemy.

Defeated enemies may be killed for meat, enslaved or accepted for ransom. A practical leader stops a massacre when prisoners are worth more alive.

Adventure Hooks

The Pugwampi Screen

A gnoll raiding band drives chained pugwampis towards a fortified village. The gremlins’ unluck causes bows to misfire, ladders to collapse and defenders to stumble, while the gnolls remain unaffected. Freeing the pugwampis could remove the aura, but the terrified gremlins still worship their abusive captors.

The Hunt-Captain’s Toll

A Hunt-Captain and its hyaenodon riders seize a vital water source and demand livestock, weapons and three hostages from every caravan. The riders avoid decisive battle, striking messengers and supply parties whenever a larger force approaches.

The Carrion-Seer’s Prophecy

A Carrion-Seer announces that a dead Well-Lord will return when the pack consumes the ruler’s heart. Three rival heirs each possess part of the corpse, while a ghul claims that the prophecy was deliberately mistranslated.

Historical and Literary Context

The fantasy name gnoll descends from the “gnoles” in Lord Dunsany’s story “How Nuth Would Have Practised His Art upon the Gnoles”, published in The Book of Wonder in 1912.

The earliest fantasy roleplaying description presented gnolls as a mixture of gnome and troll. Later editions established the tall, hyena-headed humanoid now associated with the name.

Their campaign prehistory draws upon the former distribution of hyaenids across Africa and Eurasia during the Pleistocene. Real hyenas are socially complex predators and scavengers with powerful jaws and extensive vocal communication.

The leucrotta and crocotta descend from ancient and medieval descriptions of human-voiced, hyena-like beasts that lure people to their deaths. Their mythic association with hyenas makes them appropriate but dangerous neighbours for gnoll packs.

Sources and Open-Content Notes

  • The D&D 5E standard gnoll statistics derive from the legacy Open Game Content entry. Reference: 5e SRD, Gnoll.
  • The Pathfinder 1E standard gnoll derives from the Pathfinder Roleplaying Game Bestiary. Reference: Archives of Nethys, Gnoll.
  • The D&D 3.5E standard gnoll and racial traits derive from the Open Game Content entry. Reference: Hypertext d20 SRD, Gnoll.
  • The Pack-Fang, Hunt-Captain, Den-Mother, Carrion-Seer and Well-Lord titles and leader variants are original campaign material.
  • Lord Dunsany’s The Book of Wonder is available through Project Gutenberg.
  • Prehistoric hyaenid distribution is informed by Rohland and others, “The Population History of Extant and Extinct Hyenas”.

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