lunari (werewolves)
Tier 1 (Levels 1-4) lunari
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Lunari Warrior
- CR 1/2 Medium humanoid (Lunari ), chaotic evil Armor Class 15 (hide armor, shield) Hit Points 22 (5d8) Speed 30 ft.
- STR 14 (+2) DEX 12 (+1) CON 11 (+0) INT 6 (-2) WIS 10 (+0) CHA 7 (-2)
- Senses darkvision 60 ft., passive Perception 10 Languages Gnoll Challenge 1/2 (100 XP)
- Rampage. When the gnoll reduces
a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. - Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
- Spear. Melee or Ranged Weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. - Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Lunari Scout
- CR 1 Medium humanoid (Gnoll), chaotic evil Armor Class 12 Hit Points 27 (6d8) Speed 30 ft.
- STR 10 (+0) DEX 15 (+2) CON 10 (+0) INT 7 (-2) WIS 14 (+2) CHA 16 (+3)
- Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses
darkvision 60 ft., passive Perception 16 Languages Gnoll, plus any one additional language Challenge 1 (200 XP) - Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make
a bite attack. - Cunning Action. On each of its turns, the gnoll can use a bonus action to take the Dash, Disengage, or Hide action.
- Sneak Attack (1/Turn). The gnoll deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the
attack roll, or when the target is within 5 feet of an ally of the gnoll that isn't incapacitated and the gnoll doesn't have disadvantage on the attack roll. - Actions Multiattack. The gnoll makes
two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Lunari Berserker
- CR 2 Medium humanoid (Lunari ), chaotic evil Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27)
- Speed 30 ft. STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)
- Senses darkvision 60 ft., passive Perception 10 Languages Gnoll Challenge 2 (450 XP)
- Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus
action to move up to half its speed and make a bite attack. - Reckless. At the start of its turn, the gnoll can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until
the start of its next turn. - Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Lunari Shaman
- CR 2 Medium humanoid (Gnoll), chaotic evil Armor Class 13 (hide armor) Hit Points 45 (6d8 + 18) Speed 30 ft.
- STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 9 (-1) WIS 13 (+1) CHA 12 (+1)
- Skills Intimidation +3, Religion +1 Senses darkvision 60 ft., passive
Perception 11 Languages Gnoll Challenge 2 (450 XP) - Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus
action to move up to half its speed and make a bite attack. - Gruumsh's Fury (Optional, reflavored for Yeenoghu). The gnoll deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attack).
- Spellcasting. The gnoll is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The gnoll has the following shaman spells prepared (focused on primal, chaotic magic of Yeenoghu):
- Cantrips (at-will): guidance, poison spray, primal savagery
- 1st level (4 slots): bane, command, faerie fire
- 2nd level (2 slots): spiritual weapon (flail), hold person
- Actions Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 3 plus 1d8) bludgeoning damage.
Lunari Chieftain
- CR 3 Medium humanoid (Gnoll), chaotic evil Armor Class 16 (chain mail) Hit Points 52 (8d8 + 16) Speed 30 ft.
- STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
- Saving Throws Con +4, Wis +2 Senses
darkvision 60 ft., passive Perception 10 Languages Gnoll Challenge 3 (700 XP) - Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make
a bite attack. - Brave. The gnoll has advantage on saving throws against being frightened.
- Actions Multiattack. The gnoll makes two melee attacks.
- Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
- Longbow. Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit:
5 (1d8) piercing damage. - Leadership (Recharges after a Short or Long Rest). For 1 minute, the gnoll can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the gnoll. A creature can benefit from only one Leadership die at a time. This effect ends if the gnoll is incapacitated.
- Reactions Parry. The gnoll adds 2 to its AC against one melee attack that would hit it. To do so, the gnoll must see the attacker and be wielding a melee weapon.
Lunari Veteran
- CR 3 Medium humanoid (Gnoll), chaotic evil Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft.
- STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
- Skills Athletics +5, Perception +2 Senses
darkvision 60 ft., passive Perception 12 Languages Gnoll Challenge 3 (700 XP) - Rampage. When the
gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. - Actions Multiattack. The gnoll makes two
glaive attacks. If it has a javelin drawn, it can also make a javelin attack. - Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
- Javelin. Melee or Ranged Weapon Attack:
+5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Tier 2 (Levels 5-10) Gnolls
Lunari Elite Warrior
- CR 5 Medium humanoid (Gnoll), chaotic evil Armor Class 18 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 30 ft.
- STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
- Saving Throws Dex +7, Con +5, Wis +4 Skills Perception +4, Stealth
+10 Senses darkvision 60 ft., passive Perception 14 Languages Gnoll Challenge 5 (1800 XP) - Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make
a bite attack. - Actions Multiattack. The gnoll makes two
glaive attacks. - Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 4) slashing damage.
- Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 4) piercing damage.
- Reactions Parry. The gnoll adds 3 to its AC against one melee attack that would hit it. To do so, the gnoll must see the attacker and be wielding a melee weapon.
Lunari High Shaman
- CR 6 Medium humanoid (Gnoll), chaotic evil Armor Class 13 (hide armor) Hit Points 97 (13d8 + 39) Speed 30 ft.
- STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 13 (+1) WIS 16 (+3) CHA 14 (+2)
- Skills Perception +9, Religion
+6 Senses darkvision 60 ft., passive Perception 19 Languages Gnoll Challenge 6 (2300 XP) - Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make
a bite attack. - Gruumsh's Fury (Reflavored for Yeenoghu). The gnoll deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
- Spellcasting. The gnoll is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The gnoll has the following shamanistic spells prepared (adapting from cleric to suit gnoll themes of chaos, hunger, and primal power):
- Cantrips (at will): guidance, poison spray, primal savagery, thaumaturgy
- 1st level (4 slots): bane, cure wounds, detect magic, speak with animals
- 2nd level (3 slots): hold person, spiritual weapon, web
- 3rd level (3 slots): call lightning, dispel magic, spirit guardians
- 4th level (3 slots): blight, divination
- 5th level (2 slots): insect plague, scrying
- Actions Multiattack. The gnoll makes two melee attacks.
- Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.
- Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Lunari Assassin
- CR 8 Medium humanoid (Gnoll), chaotic evil Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft.
- STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)
- Saving Throws Dex
+6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Damage Resistances poison Senses darkvision 60 ft., passive Perception 13 Languages Gnoll, Thieves' cant plus any two languages Challenge 8 (3900 XP) - Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make
a bite attack. - Assassinate. During its first turn, the gnoll has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the gnoll scores against a surprised creature is a critical hit.
- Evasion. If the gnoll is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the gnoll instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Sneak Attack. Once per turn, the
gnoll deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the gnoll that isn't incapacitated and the gnoll doesn't have disadvantage on the attack roll. - Actions Multiattack. The gnoll makes two shortsword
attacks. - Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC
15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. - Hand Crossbow. Ranged Weapon Attack:
+6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Lunari War Chief
- CR 4 Medium humanoid (Gnoll), chaotic evil Armor Class 16 (chain mail) Hit Points 93 (11d8 + 44) Speed 30 ft.
- STR 18 (+4) DEX 12 (+1) CON 18 (+4) INT 11 (+0) WIS 11 (+0) CHA 16 (+3)
- Saving Throws Str +6, Con +6, Wis +2 Skills Intimidation +5 Senses darkvision 60 ft., passive Perception 10 Languages Common,
Gnoll Challenge 4 (1100 XP) - Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make
a bite attack. - Gruumsh's Fury (Reflavored for Yeenoghu). The gnoll deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).
- Actions Multiattack. The gnoll makes two attacks with its glaive or its longbow.
- Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 4 plus 1d8) slashing damage.
- Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 (1d8 + 4 plus 1d8) piercing damage.
- Battle Cry (1/Day). Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief
can then make one attack as a bonus action.
Lunari Commander
- CR 6 Medium humanoid (Gnoll), chaotic evil Armor Class 20 (plate, shield) Hit Points 97 (13d8 + 39) Speed 30 ft.
- STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 11 (+0) CHA 15 (+2)
- Saving Throws Int +5, Wis +3, Cha +5 Senses darkvision 60 ft., passive Perception
10 Languages Common, Gnoll Challenge 6 (2300 XP) - Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make
a bite attack. - Martial Advantage. Once per turn, the gnoll can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the
gnoll that isn't incapacitated. - Actions Multiattack. The gnoll makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.
- Glaive. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 10 (1d10 + 4) slashing damage. - Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked
prone. - Javelin. Melee or Ranged Weapon Attack:
+9 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. - Leadership (Recharges after a Short or Long Rest). For 1 minute, the
gnoll can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the gnoll. A creature can benefit from only one Leadership die at a time. This effect ends if the gnoll is incapacitated. - Reactions Parry. The gnoll adds 3 to its AC against one melee attack that would hit it. To do so, the gnoll must see the attacker and be wielding a melee weapon.
Tier 3 (Levels 11-16) Gnolls
Lunari War Priest
- CR 9 Medium Humanoid (Gnoll, Shaman), chaotic evil Armor Class 18 (plate) Hit Points 117 (18d8 + 36) Speed 30 ft.
- STR 16 (+3) DEX 10 (+0) CON 14 (+2) INT 11 (+0) WIS 17 (+3) CHA 13 (+1)
- Saving Throws Con +6, Wis +7 Skills Intimidation +5, Religion +4 Senses darkvision 60 ft., passive Perception 13 Languages Gnoll Challenge 9 (5000 XP) Proficiency Bonus +4
- Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
- Actions Multiattack. The war priest makes two Flail attacks, and it uses Yeenoghu's Bolt.
- Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) bludgeoning damage plus 10 (3d6) necrotic damage.
- Yeenoghu's Bolt. The war priest targets one creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw. On a failed save, the target takes 12 (2d8 + 3) necrotic damage, and it is frightened until the start of the war priest's next turn. On a successful save, the target takes half as much damage and isn't frightened.
- Spellcasting. The war priest casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 15):
- At will: guidance, resistance, thaumaturgy
- 1/day each: bane, command, dispel magic, spirit guardians, guardian of faith, hold person, lesser restoration, revivify
- Bonus actions Maddening Chant (Recharge 4–6). The war priest or one creature of its choice within 60 feet of it takes 12 (2d8 + 3) psychic damage, but the war priest regains that many hit points.
Lunari Bloodreaver
- CR 11 Medium Humanoid (Gnoll), chaotic evil Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 30 ft.
- STR 14 (+2) DEX 21 (+5) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)
- Saving Throws Dex +9, Con +7, Wis +6 Skills Perception +6, Stealth +9 Senses darkvision 60 ft., passive Perception 16 Languages Gnoll Challenge 11 (7200 XP) Proficiency Bonus +4
- Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
- Reckless. At the start of its turn, the gnoll can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
- Actions Multiattack. The gnoll makes three Flail attacks.
- Flail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage.
- Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
- Bonus actions Blood Frenzy. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, it can use a bonus action to make one additional melee attack.
Lunari High Shaman
- CR 12 Medium Humanoid (Gnoll, Shaman), chaotic evil Armor Class 13 (hide armor) Hit Points 99 (18d8 + 18) Speed 30 ft.
- STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 20 (+5) CHA 16 (+3)
- Saving Throws Int +6, Wis +9 Skills Arcana +6, History +6 (reflavor as tribal lore), Religion +13 Senses darkvision 60 ft., passive Perception 12 Languages Gnoll Challenge 12 (8400 XP)
- Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
- Magic Resistance. The gnoll has advantage on saving throws against spells and other magical effects.
- Spellcasting. The gnoll is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The gnoll can cast pass without trace and speak with dead at will and has the following shamanistic spells prepared:
- Cantrips (at will): druidcraft, guidance, poison spray, primal savagery, thaumaturgy
- 1st level (4 slots): bane, cure wounds, detect magic, thunderwave
- 2nd level (3 slots): enhance ability, spiritual weapon, web
- 3rd level (3 slots): call lightning, conjure animals (hyenas or giant hyenas), dispel magic
- 4th level (3 slots): blight, confusion, guardian of nature
- 5th level (3 slots): commune with nature, insect plague, scrying
- 6th level (1 slot): flesh to stone, heroes' feast
- 7th level (1 slot): fire storm
- 8th level (1 slot): earthquake
- 9th level (1 slot): storm of vengeance
- Actions Staff of the Wilds. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) bludgeoning damage.
Lunari Inquisitor
- CR 14 Medium Humanoid (Cleric, Gnoll), chaotic evil Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 30 ft.
- STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)
- Saving Throws Con +7, Wis +10, Cha +10 Skills Intimidation +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened Senses darkvision 60 ft., passive Perception 20 Languages Gnoll Challenge 14 (11500 XP) Proficiency Bonus +5
- Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
- Discern Treachery. The inquisitor knows when a creature speaks a lie.
- Actions Multiattack. The inquisitor makes two Ritual Flail attacks.
- Ritual Flail. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following shamanistic spells prepared:
- Cantrips (at will): guidance, sacred flame, thaumaturgy, toll the dead, inflict wounds
- 1st level (4 slots): bane, command, detect magic, sanctuary
- 2nd level (3 slots): hold person, spiritual weapon, zone of truth
- 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
- 4th level (3 slots): banishment, compulsion, guardian of faith
- 5th level (3 slots): contagion, insect plague, geas
- 6th level (1 slot): harm
- 7th level (1 slot): divine word
- 8th level (1 slot): holy aura
- 9th level (1 slot): mass heal (reflavored as a blood ritual heal)
- Bonus actions Spectral Whip (Recharges after a Short or Long Rest). The inquisitor conjures a spectral whip. For 1 minute, this whip counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the whip, it can choose to add 3d6 necrotic damage to the hit.
Tier 4 (Levels 17-20) Gnolls
Lunari Chosen of Yeenoghu
- CR 18 Medium Humanoid (Gnoll, Shaman), chaotic evil Armor Class 15 Hit Points 240 (32d8 + 96) Speed 30 ft.
- STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)
- Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Intimidation +11 Senses darkvision 60 ft., passive Perception 18 Languages Gnoll Challenge 18 (20000 XP) Proficiency Bonus +6
- Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
- Actions Multiattack. The gnoll makes two Flail attacks and uses Demonic Burst.
- Flail. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage.
- Demonic Burst (Recharge 5–6). The gnoll unleashes a burst of chaotic energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one.
- Spellcasting. The gnoll is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The gnoll has the following shamanistic spells prepared:
- Cantrips (at will): druidcraft, fire bolt, poison spray, primal savagery, thaumaturgy
- 1st level (4 slots): bane, cause fear, inflict wounds, thunderwave
- 2nd level (3 slots): hold person, spiritual weapon, web
- 3rd level (3 slots): call lightning, conjure animals (fiends/hyenas), dispel magic
- 4th level (3 slots): blight, dominate beast, freedom of movement
- 5th level (3 slots): conjure elemental (demon), insect plague, scrying
- 6th level (1 slot): flesh to stone, create undead
- 7th level (1 slot): fire storm, regenerate
- 8th level (1 slot): earthquake, tsunami
- 9th level (1 slot): storm of vengeance
- Reactions Protective Call (3/Day). When another creature attacks a creature within 30 feet of the gnoll, the gnoll can use its reaction to impose disadvantage on the attack roll.
Lunari Grand Overlord
- CR 20 Medium Humanoid (Gnoll, Warlord/Shaman), chaotic evil Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 30 ft.
- STR 22 (+6) DEX 18 (+4) CON 16 (+3) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)
- Saving Throws Con +9, Wis +11, Cha +12 Skills Athletics +12, Intimidation +12, Perception +11, Survival +11 Condition Immunities charmed, frightened, poisoned Senses darkvision 60 ft., passive Perception 21 Languages Gnoll, Abyssal, Giant Challenge 20 (25000 XP) Proficiency Bonus +6
- Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
- Reckless. At the start of its turn, the gnoll can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
- Special Equipment. The grand overlord wields a Magic Flail and a Rod of Yeenoghu.
- Actions Multiattack. The grand overlord makes two attacks with its Magic Flail or Rod of Yeenoghu. It can also use Maddening Roar.
- Magic Flail. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 6) bludgeoning damage plus 18 (4d8) necrotic damage. If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
- Rod of Yeenoghu. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) psychic damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be charmed by the grand overlord for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Maddening Roar (2/Day). The grand overlord emits a terrifying, hyena-like shriek. Each creature of its choice within 60 feet of it that can hear it must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the grand overlord's Maddening Roar for the next 24 hours.
- Bonus actions Overlord's Command (Recharge 4-6). The grand overlord can inspire its allies. Up to three creatures of its choice within 30 feet of it that can hear it gain advantage on their next attack roll or saving throw made before the end of their next turn.
- Summon Warband (1/Day). The grand overlord magically summons 1d4 + 1 Gnoll War Chiefs or 1 Gnoll Fang of Yeenoghu. The summoned creatures appear in unoccupied spaces within 60 feet of the grand overlord, act as allies of its summoner, and can't summon other creatures. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.
- Legendary actions The grand overlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The grand overlord regains spent legendary actions at the start of its turn.
- Command Ally. The grand overlord targets one ally it can see within 30 feet of it. If the target can hear and understand the grand overlord, it can use its reaction to make one weapon attack.
- Flail Attack. The grand overlord makes one Magic Flail attack.
- Rally (Costs 2 Actions). The grand overlord chooses up to three allies within 30 feet of it. Each target gains 10 (3d6) temporary hit points.