Gnoll Flesh Gnawer

Volo's Guide to Monsters p. 154

Size
Medium
Type
humanoid (gnoll)
Alignment
chaotic evil
AC
14 (studded leather armor)
Hit Points
22 (4d8+4)
Speed
walk 30 ft.
Saving Throws
Dex +4
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Gnoll
Challenge
1
Lineage
Gnoll
Environment
grassland, forest, hill, arctic
STR
12
+1
DEX
14
+2
CON
12
+1
INT
8
−1
WIS
10
+0
CHA
8
−1

Traits

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

Multiattack

The gnoll makes three attacks: one with its bite and two with its shortsword.

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Shortsword

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Sudden Rush

Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn't provoke opportunity attacks.

Other data

description

If any group of gnolls could be said to be more feral than the others, that distinction would go to the flesh gnawers. These gnolls eschew the use of ranged weapons in favor of short blades that they wield with speed and efficiency. In the thick of a fight, they are capable of dashing across the field, slashing and snarling as they run down stragglers and finish off wounded foes.