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Gnoll Cultist
AC 19
commonGnollHumanoid
Lvl 3GnollHumanoid
- AC
- 19
- HP
- 45
- Perc
- +8
- Fort
- +8
- Ref
- +6
- Will
- +10
- STR
- +2
- DEX
- +2
- CON
- +0
- INT
- +0
- WIS
- +3
- CHA
- +2
Speed25 ft
Actions
- falchion +10 1d10+3 slashing
- jaws +10 1d6+3 piercing
- AC
- 19
- HP
- 45
- STR
- +2
- DEX
- +2
- CON
- +0
- INT
- +0
- WIS
- +3
- CHA
- +2
AC 19
Fort +8
Ref +6
Will +10
HP 45
Speed 25 feet
Melee
[Single Action]
falchion +10 (Forceful, Sweep),
Damage 1d10+3 slashing
Melee
[Single Action]
jaws +10 (Agile),
Damage 1d6+3 piercing
Divine Prepared Spells DC 22, spell attack +10
- Cantrips (2nd)
Daze, Detect Magic, Light, Read Aura, Sigil
- 1st
Command, Fear, Magic Weapon
- 2nd
Darkness, Harm (x4), Spiritual Weapon
Pack Attack A gnoll cultist deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll cultist's allies.
Rugged Travel A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.