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This is homebrew, submitted by a member of the community.
Frantic Gnoll
Frantic Gnoll
Medium Humanoid (Gnoll), Chaotic EvilMedium Humanoid (Gnoll), Chaotic EvilWarning: Undefined array key 30 in /home/lankni2/kassoon.dreamhosters.com/content/dnd/monster-stat-block.php on line 764
Rampage. When this creature reduces a creature to 0 hit points with a melee attack on its turn, this creature can take a bonus action to move up to half its speed and make a melee attack.
[b]Rampage[/b]. When this creature reduces a creature to 0 hit points with a melee attack on its turn, this creature can take a bonus action to move up to half its speed and make a melee attack.
Actions
Multiattack. This creature makes 3 attacks, using any combination of Drain or Poison Shot.
Drain. Melee Weapon Attack: +1 to hit, one creature, reach 5 ft. On Hit: 4 (1d8) slashing damage plus 4 (1d8) necrotic damage. This creature regains hit points equal to half the necrotic damage dealt.
Poison Shot. Ranged Weapon Attack: +1 to hit, one creature, range 60 ft. On Hit: 8 (1d12+2) poison damage.
Faerie Fire (1/day). Verbal: Create a 20-foot cube within 60 feet of this creature. Any creature in the area when the spell is cast must succeed on a DC 14 Dexterity saving throw, or be outlined in blue, green, or violet light (your choice) for 1 minute so long as you maintain concentration. Objects fail the save automatically. Affected objects and creatures shed dim light in a 10-foot radius, attack rolls against them have advantage, and they can't benefit from being invisible.
[b]Multiattack[/b]. This creature makes 3 attacks, using any combination of Drain or Poison Shot.
[b]Drain[/b]. Melee Weapon Attack: [+1] to hit, one creature, reach 5 ft. On Hit: 4 ([1d8]) slashing damage plus 4 ([1d8]) necrotic damage. This creature regains hit points equal to half the necrotic damage dealt.
[b]Poison Shot[/b]. Ranged Weapon Attack: [+1] to hit, one creature, range 60 ft. On Hit: 8 ([1d12+2]) poison damage.
[b]Faerie Fire[/b] (1/day). Verbal: Create a 20-foot cube within 60 feet of this creature. Any creature in the area when the spell is cast must succeed on a DC 14 Dexterity saving throw, or be outlined in blue, green, or violet light (your choice) for 1 minute so long as you maintain concentration. Objects fail the save automatically. Affected objects and creatures shed dim light in a 10-foot radius, attack rolls against them have advantage, and they can't benefit from being invisible.
Legendary Actions
Details
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