Gnoll Pack Lord

Medium humanoid (gnoll)
Challenge

STR
3
DEX
2
CON
1
INT
−1
WIS
0
CHA
−1

49
9d8+9
17
Fort
+2
Ref
+3
Will
−1
Defense note chain hauberk

Speed 5 m.
Skills Athletics +4 (15), Brawn +4 (15), Perception +1 (12), Wilderness +1 (12)
Senses darkvision 10 m.
Languages Gnoll

Maneuvers. The gnoll pack lord uses maneuvers (maneuver save Difficulty 13). It has 5 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, blood in the water, bloodletting blade, fountain of blood, rampage, spring attack

Actions (3)

Bite (1/turn). Melee Weapon Attack: +4 to hit. Hit: 5 (1d4 + 3) piercing damage.

Glaive. Melee Weapon Attack: +4 to hit, reach 2 m. Hit: 8 (1d10 + 3) slashing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 20/200 m. Hit: 6 (1d8 + 2) piercing damage.

Incite Rampage (Recharge 5–6). One creature the gnoll pack lord can see within 5 meters of it can use its reaction to make a melee attack if it can hear the gnoll pack lord and knows the Rampage maneuver.

Desert, Forest, Grassland, Hillmm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with advantage against a creature that is below half its health.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a light or finesse weapon that deals piercing or slashing damage to cause the creature to bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.