Flind
Volo's Guide to Monsters p. 153
- Size
- Medium
- Type
- humanoid (gnoll)
- Alignment
- chaotic evil
- AC
- 16 (chain mail)
- Hit Points
- 127 (15d8+60)
- Speed
- walk 30 ft.
- Saving Throws
- Con +8, Wis +5
- Skills
- Intimidation +5, Perception +5
- Senses
- darkvision 60 ft.
- Passive Perception
- 15
- Languages
- Abyssal, Gnoll
- Challenge
- 9
- Environment
- grassland, forest, hill, arctic
Traits
Aura of Blood Thirst
If the flind isn't incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind.
Actions
Multiattack
The flind makes three attacks: one with each of its different flail attacks or three with its longbow.
Flail of Madness
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.
Flail of Pain
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) psychic damage.
Flail of Paralysis
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.
Longbow
Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Other data
description
A flind is an exceptionally strong and vicious gnoll that commands and directs the war band it is a part of. It wields a flail imbued with powerful magic by Yeenoghu himself.
A war band can have only one flind, and that creature sets a war band's path. Because of its special connection to Yeenoghu, a flind uses god-given omens and demonic insight to guide the gnolls toward weak prey ripe for slaughter.
Unlike other humanoid leaders that might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those struck by it.