Gnolls -- Rival's War

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==5th EDITION DND==
Racial Traits
+2 Strength, +2 Constitution (2): They have been made stong and hardy by their harsh lives.
Monstrous Humanoid (0): Monstrous humanoids with the gnoll subtype.
Medium (0): Medium creatures receive no bonuses or penalties due to their size.
Sprinters (1): You have a base walking speed of 30 ft. You gain a 10-foot racial bonus to speed on your charge, dash, or withdraw actions.
Darkvision (2): You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Naturally Armored (1): You have a +1 natural armor bonus; this is only in effect if you are wearing no armor.
Bite Attack (2): You have a Bite attack for 1d4 damage. It can be used as a bonus action, though it will not be affected by your ability modifier unless it is negative.
Weapon Familiarity (1): You are proficient with spears and bows.
Scavengers (2): You have advantage on Investigation and Perception checks to find hidden objects (including traps and secret doors), to determine whether food is spoiled, or to identify a potion by taste. You also gain half your your proficiency bonus to these checks (this stacks with existing proficiency).
Stalkers (2): You have proficiency in Stealth checks.
Regional Proficiency (3): In addition to the proficiencies from your chosen background, you gain one of the following: Survival, Perception, Athletics, Intimidation, Poisoner's kit, Leatherworker's tools, Religion
Languages (0): Begin play speaking Common and Xanhyoun.
==PATHFINDER==
Racial Traits
+2 Strength, +2 Constitution (2): They have been made stong and hardy by their harsh lives. Monstrous Humanoid (0): Monstrous humanoids with the gnoll subtype. 
Medium (0): Medium creatures receive no bonuses or penalties due to their size. 
Normal Speed (1): Base speed of 30 ft. Gain a +10-foot racial bonus to speed when using the charge, run, or withdraw actions.
Darkvision (2): Can see in the dark up to 60 ft. 
Armor (2): +1 natural armor bonus. 
Bite (2): 1d4 damage. Secondary attack if wielding manufactured weapons. 
Weapon Familiarity (1): Always proficient with spears and bows. 
Scavenger (2): +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. 
Stalkers (4): +2 racial bonus to Stealth and Perception checks. 
Languages (0): Begin play speaking Common and Xanhyoun. Gnolls with high Intelligence scores can choose from seven languages appropriate to the peoples of their region.
==Section heading==
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Category:Main Game - The Rival's War