Born of Yeenoghu's endless hunger and violence, Gnoll Heretics are the rare gnolls who manage to wrest control of their destinies away from their fiendish progenitors. Gnoll Heretics are relatively few and far between, and do not usually attempt to form their own societies. Many Heretics dislike gathering in large groups with other gnolls, either because it reminds them of their time in Yeenoghu's hordes or because they fear it could attract Yeenoghu's attention. Other attempts to form Heretic communities have faced opposition from neighboring non-Gnoll communities.
Many non-Gnolls do not distinguish between Gnoll Heretics and those still under Yeenoghu's thrall. Most people greet Heretics with fear and suspicion, but a handful of prominent Good-aligned Heretic adventurers are slowly changing perceptions. Gnoll Heretics tend to get on well with other "monstrous" types like half-orcs or goblinoids, as well as with Tieflings. For more information on gnolls, please refer to the Monster Manual.
Gnoll Heretic
Ability Score Increase: Your Strength increases by 2 and your Dexterity increases by 1.
Age: Gnolls reach maturity at around 10 years old and can live up to 90 years.
Alignment: Gnoll Heretics have wrested control of their destinies away from Yeenoghu, and so unlike most gnolls, they are rarely Chaotic Evil. Most retain a strong Chaotic bent, though some are Neutral and a few compensate for their time under Yeenoghu's control by leaning into Lawful alignments.
Size: Most gnolls stand between 5 and 7 feet tall. Your size is Medium.
Speed: 30 ft.
Languages: You can speak Gnoll and can speak, read, and write Common. Gnoll has no native written form, though scholars have created orthographies based on the Common alphabet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Rampage: When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.
Cast-Iron Stomach: You are resistant poison damage. In addition, you can chew and digest normally inedible organic matter, such as rotten meat or bone, without suffering ill effects.
Gnoll Weapon Training: You are proficient with spears, longbows, hide armour, and shields.
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