Gnoll Berserker
Medium humanoid, chaotic evil
Armor Class
15 (bone and hide)
Hit Points
65 (10d8 + 20)
Speed
40 ft.
STR
17 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
11 (+0)
CHA
9 (-1)
Senses
darkvision 60 ft., passive Perception 10
Saving Throws
Str +5, Con +4
Languages
Gnoll
Challenge
3 (700 XP)
Rage (Recharges after a Short or Long Rest). As a bonus action, the gnoll can enter a rage at the start of its turn. The rage lasts for 1 minute or until the gnoll is incapacitated. While raging, the gnoll gains the following benefits:
- The gnoll has advantage on Strength checks and Strength saving throws.
- When it makes a melee weapon attack, the gnoll gains a +2 bonus to the damage roll.
- The gnoll has resistance to bludgeoning, piercing, and slashing damage.
- The gnoll gains an additional action on each of its turns. That action can be used only to make one weapon attack or move up to its speed towards a hostile target it can see.
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 three attacks: one with its bite and two with its boneclaws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, or 7 (1d4 + 5) piercing damage while raging.
Boneclaws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 9 (1d8 + 5) slashing damage while raging.