Gnoll Pack Lord

Monster Manual (2025) p. 140

Size
Medium
Type
fiend
Alignment
chaotic evil
AC
15
Initiative
4
Hit Points
49 (9d8+9)
Speed
walk 30 ft.
Senses
darkvision 60 ft.
Passive Perception
10
Languages
Gnoll
Challenge
2
Lineage
Gnoll
Environment
desert, forest, grassland, hill
STR
16
+3
DEX
14
+2
CON
13
+1
INT
8
−1
WIS
11
+0
CHA
9
−1

Traits

Proficiency Bonus

+2

Treasure

Armaments: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme. Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.

Actions

Multiattack

The gnoll makes two attacks, using Bone Whip or Bone Javelin in any combination, and it uses Incite Rampage if available.

Bone Whip

Melee Attack Roll: +5, reach 10 ft. Hit: 8 (2d4 + 3) Slashing damage.

Bone Javelin

Ranged Attack Roll: +5, range 30/120 ft. Hit: 7 (1d8 + 3) Piercing damage.

Incite Rampage (Recharge 5-6)

The gnoll targets another creature it can see within 60 feet of itself that has the Rampage Bonus Action. The target can take a Reaction to make one melee attack.

recharge

D5

Rampage (2/Day) (Bonus Action)

Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Bone Whip attack.

recharge

2/DAY

Other data

description

The first gnolls arose from hyenas that fed on flesh tainted by the Abyss. Their corruption and violence delighted the demon lord Yeenoghu, who encouraged their numbers and spread them across the multiverse. Ever since, gnolls have been the cackling servants of Yeenoghu, existing to cause ruin and to feast on what remains.

Gnoll Pack Lord: Rising above other gnolls with their viciousness and physical prowess, gnoll pack lords terrorize weaker gnolls into their service. These brutes drive other gnolls to acts of great violence, then claim the best of their servants' spoils.