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Gnoll

Medium Humanoid (gnoll), chaotic evil

CR 1/2

100 XP

AC: 15 (hide armor, shield)
HP: 22 (5d8)
Speed: walk 30 ft.
Senses: darkvision 60 ft., passive Perception 10
Languages: Gnoll
STR
14
+2
DEX
12
+1
CON
11
+0
INT
6
-2
WIS
10
+0
CHA
7
-2

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.

Quick Reference

Challenge: CR 1/2
Type: Humanoid
Size: Medium
Alignment: chaotic evil
Best for party of 4 at level 1-2

Running This Encounter

Gnolls are aggressive pack hunters that thrive on chaos and violence. Use their Pack Tactics feature to coordinate attacks—position multiple gnolls to flank single targets for advantage. They lack sophisticated tactics, so they charge recklessly at the nearest enemy. Consider using the environment to create chokepoints where their numbers are less effective.

Combat Tactics

Gnolls attack the nearest visible enemy without hesitation, using Pack Tactics to gain advantage when allies are nearby. They prioritize weaker-looking targets like spellcasters and will pursue fleeing enemies single-mindedly. They do not retreat or surrender.

Environment & Setting

Gnolls are found in plains, badlands, and rocky wastelands where packs can hunt effectively. Ideal encounters use sparse terrain with minimal cover to showcase their Pack Tactics advantage.

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