Gnolls are a race of hulking, furry humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures’ behaviors. Gnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available, whom they force to dig warrens, gather supplies and water, and even hunt for their gnoll masters.
Hunched and feral, Gnolls are furred, hyena-headed humanoid. They stand slightly taller than the average human, with powerful physiques. Most have dirty yellow or reddish-brown fur that is often striped or spotted.
Large tribes of Gnolls roam the deserts and grasslands and often come into conflict with surrounding kingdoms. The Gnolls have few settlements; instead they are organized into clans; The Laughing Darkness clan in particular is known for being aggressive and fierce. A few tribes (such as the Burning Shield) have turned their backs on the vicious ways of their kin, but these few are the exception rather than the norm of Gnoll behavior.
Gnolls occupy plains, savannahs and deserts primarily, so they often come into conflict with those who share their environment. Gnolls are aggressive raiders and are well known slavers. The most frequent targets of Gnoll raids are small villages, but the opportunistic Gnolls will strike any seemingly vulnerable settlement. Many Gnolls have a particular distaste for humans, and will single out human targets before others. While certain Gnoll tribes do make alliances of convenience with other races, by and large Gnolls shun the company of non-Gnolls.
Alignment & Religion
Gnolls are part of a society that thrives of bloodshed and degradation, making most Gnolls evil. They fanatically worship the dark goddess Nuraga, and many believe that preying on other races is a religious mandate. Some reject Nuraga and her teachings, either forming tribes of like-minded Gnolls, or leaving Gnoll society entirely. Renegade Gnolls can be any alignment, but a surprisingly large number of them are good.
The lifestyle and favored environment of Gnolls make them well suited to being Barbarians, Rangers and Rogues, with most magical ability found among the Clerics of Nuraga.
The following traits are intended for the Realm Setting and may differ from what is presented in the Pathfinder Roleplaying Game Advanced Race Guide.
+ 2 Strength, + 2 Constitution, -2 Charisma; Gnolls are powerful and rugged, but not personable.
Medium Size Humanoid (Gnoll)
Normal Speed: Gnolls have a base speed of 30 feet.
Darkvision: Gnolls can see in the dark up to 60 feet.
Bite: Gnolls have a primary bite attack that deals d4 damage.
Hunters Instincts: Gnolls receive a + 2 racial bonus to Stealth and Survival checks.
Natural Armor: Gnolls get a + 2 Natural Armor bonus due to their tough hides.
Aging Effects: Adult 14 Middle Age 30 Old 45 Venerable 60 Maximum 60+2d10
Languages: Gnolls begin play speaking Gnoll, Southern and at least one other human language (Northern, Western, or Wyr). Gnolls with high intelligence scores can choose from the following; Diabolic, Elvish, Goblin, Orc
Alternative Racial Traits
•Eat Anything: Gnolls are known for having less then discriminating appetites, and can consume foods that would turn the stomach of other races. Gnolls with this ability gain a + 2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. Gnolls with this trait have a natural armor bonus of + 1.
•Feral Hunter: Some Gnolls are more attuned to their senses than others of their kin. Gnolls with this trait gain the Scent ability, Low Light Vision and always treat Perception and Survival as class skills. This replaces the Darkvision and Hunters Instincts traits.