Gnoll

“They can stand in the desert sun for eternity, the physical embodiment of such a harsh and inhospitable place. They can instil terror into those who look upon their forms, should they desire to do such a thing. A people like that demand respect.” - a Centaur trader, recollecting her experience with a group of desert Gnolls.The hyena-like Gnolls were once the dominant race in the deserts of the Dead Sands. Their packs roamed the dunes in search of food, hunting down anything and everything they could get their teeth into. Once the natural enemies of the vulture-like Carrionites, they have since integrated into civilised, Carrionite-led society. Here, they have a reputation as brutal and savage warriors, which is not entirely inaccurate. Some, however, still choose to live in the desert - where their clan (or cackle) means everything.
== Physical Description - Tooth and Claw ==
Gnolls are tall, hulking people that has evolved to perfectly hunt and survive in the desert. Gnolls average at about 6-7 feet in height and weigh between 280-320 pounds on average. This might seem light when compared to other tall races, like Minotaurs, but Gnolls are still incredibly strong. Their pelts are typically a variation of light-to-dark brown, but some can be grey or even white. Their heads have large mouths which hide toothy smiles and the infamous cackling that Gnolls are known for. Their eyes are also reflective, like a cat, meaning that they can glow a bright yellow or red in darkness.
All gnolls are born with variations of spots and stripes on their pelts. These patterns are traditionally a symbol of pride for the Gnoll and used in ancient mating rituals. The Gnolls will participate in a type of ritual dance, during which they will attempt to impress potential partners with their skills and pattern. Gnolls also have a mane of sorts, that somewhat resembles a mohawk style. These manes will be well-groomed and looked after, though braiding and styling is not an uncommon practice.
== Mentality - Hardened Survivalists ==
Many Gnolls are taught rather quickly about the harsh realities of the world and that survival must come at any cost. That said, this doctrine is not taught from a place of cowardice. Instead, it instils an unwavering will to improve and adapt to their situation and surroundings. Gnolls will take challenges and threats seriously, dealing with the situation in whatever way is deemed necessary, no matter the cost. In some cases, this also means that Gnolls are cautious and prepared for many different situations. If a Gnoll willingly goes into a fight, you can expect that they will be prepared for it.
They are also renowned jokesters, though. Comedy is important to the Gnolls and so most have active and thriving senses of humour. They can mock the self and those around them quite easily, as they are taught very early a type of ‘professional trash-talking’ called “laconic phrase.” This can make Gnolls the most entertaining of allies, but can also be very grating and annoying to others. A Gnoll will not usually stop, though, as it is an ancient, traditional part of their culture and speech.
Gnolls will typically get along with most races, so long as it isn’t directly disadvantageous to themselves. They understand that some will not understand nor agree with their sense of humour or mockery, but they will typically continue to do so anyway. This is usually kept somewhat in check though; only when the Gnoll feels insulted will the most brutal forms of rebuttals be used.
== Society - Clothed in Brutality ==
Gnoll society comes in two forms. The first, the traditional ways of the clan. Though quite a few Gnolls have integrated into wider society, some live the old way of desert travel. They scour the desert in search of food and supplies, whether it comes from wildlife or travellers. They are known to raid caravans when necessary, leading some to consider them as bandit clans. They are still very dedicated to their oldest traditions and practice many of the same rituals that their ancestors did hundreds of years ago.
On the flip side of that, some Gnolls have integrated into wider society. These Gnolls might completely disregard the traditions of their ancestors and instead embrace an entirely new culture. Many, however, are still in-touch with the traditions of the desert clans and will still practice some of these, despite potentially living very far from their original home. Gnolls that live in other lands will usually work a bodyguards, mercenaries, or hired muscle. Their survivalist lifestyle and brutal fighting techniques giving them a reputation as savage warriors indeed.
== Gnoll Adventurers - Fun and Gold ==
With their affinity for fighting and surviving in the wilderness, it is not at all uncommon to see Gnolls turn to adventuring. Many of these Gnoll adventurers peruse this path as a way to earn a good fortune for themselves, while still maintaining their personal freedom. Others, however, simply turn to adventuring for fun. To them it is a way to see the world, meet new people, and tackle new challenges. What more could they want?
== Gnoll Names ==
Traditional Gnoll names are either shockingly basic or pointlessly complicated. They typically use plenty of vowels and combinations of the same letters. This makes many Gnoll names sound like growling or other bestial noises. Traditional family names are directly linked to the Gnoll’s clan. All Gnolls in the same clan with have the same family name, even if they aren’t blood related. For Gnolls born outside of a clan, then, they will typically adopt the name of their home town, employer, or group as their family name - or simply not have one at all.
Example Gnoll Names - Zuc, En, Dun, Det, Gruengaah, Rralmerr, Bi, Mykkiakx.
Example Gnoll Family Names - Splitpaw, Siltmaw, Clawclash, Wilddance, Clayfang.
== Gnoll Traits ==
Your Gnoll character has certain characteristics in common with all other Gnolls.
* Ability Score Increase - your Strength score increases by 2 and your Dexterity score increases by 1.
* Age - Gnolls reach adulthood by the age of 20 and live to around 80.
* Alignment - the ‘survival at any cost’ doctrine of many Gnolls means that a majority of their race falls onto the chaotic side of the alignment spectrum. Outside of that, it varies greatly. Most can be considered neutral, but some also fall into the good or evil camps depending on the circumstances.
* Size - most Gnolls are between 6 and 7 feet tall and weigh between 280-320 pounds. Your size is medium.
* Speed - your base walking speed is 30 feet.
* Darkvision - accustomed to life in the dark desert nights, 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 colour in darkness, only shades of grey.
* Bite - you are proficient with your bite attack, which is a melee weapon attack that deals 1d6 piercing damage plus your Strength modifier.
* Rampage - when you reduce a creature to 0 hit points with a melee attack on your turn, you may use a bonus action to move up to half your speed and make a bite attack.
* Frightful Appearance - you are proficient in the Intimidation skill.
* Languages - you can speak, read, and write Common and Carrionite. Gnolls typically speak with quite grainy, raspy voices, much like the desert they come from. A quirk unique to Gnoll speech is random, but brief, bursts of cackling in longer sentences.
Category:Races