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Medium humanoid · CR 1/2

Gnoll

Armor Class15
Hit Points22 (5d8)
Speed30 ft.
ChallengeCR 1/2 (100 XP)
STR
14
(+2)
DEX
12
(+1)
CON
11
(+0)
INT
6
(-2)
WIS
10
(+0)
CHA
7
(-2)
Sensesdarkvision 60 ft., passive Perception 10
LanguagesGnoll
Special Abilities
Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Running Gnoll in an encounter

As a CR 1/2 threat worth 100 XP, Gnoll is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1/2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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