Medium-Sized Monstrous Humanoid Common Flind Ghost Rabid Warmonger
Hit Dice: 1d8 2d8 1d8 2d8 1d8
Speed: 30ft 30ft 30ft 30ft 30ft
Armor Class: +1 +2 +1 +2 +1
Base Attack: +1 +2 +1 +2 +1
Face/Reach: 5ft/5ft 5ft/5ft 5ft/5ft 5ft/5ft 5ft/5ft
Damage: Bite 1d6, By weapon Bite 1d6, By weapon Bite 1d6, By weapon Bite 1d8, By weapon Bite 1d6, By weapon
Special Qualities: Darkvision 60ft Darkvision 60ft Darkvision 120 ft Infravision 90ft Darkvision 60ft
Abilities: Str +4, Con +2, Int -2, Cha -2 Str +6, Dex +2, Con +4 Str +4, Dex +2, Cha -6 Str +4, Con +4, Int -3, Wis -3, Cha -6 Str +4, Dex +2, Con +2
Racial Skills: (2+Int) Intimidate, Listen, Spot, Survival (2+Int) Craft, Intimidate, Listen, Spot, Survival (4+Int) Craft, Listen, Search, Spot, Survival (2+Int) Intimidate, Listen, Search, Spot (2+Int) Craft, Intimidate, Listen, Profession, Spot, Survival
Bonus Feat: Weapon Focus (Flind Bar) Track
Racial Abilities: Gnoll Traits Flind Gnoll Traits Ghost Gnoll Traits Rabid Gnoll Traits Warmonger Gnoll Traits
Saving Throws: Fort +3, Ref +0, Will +0 Fort +3, Ref +1, Will +1 Fort +2, Ref +2, Will +2 +4 Fort, Ref +0, Will +0 Fort +2, Ref +2, Will +1
Alignment: Usually CE Usually NE Usually CN Always CE Usually LE
Weapon Proficiencies: All Simple All Simple + Flind Bar All Simple All Simple All Martial
Armor Proficiencies: Light, Med Light, Med Light, Med Light, Med All + Shields
ECL: +1 +2 +1 +2 +1
Common/Flind/Rabid Gnoll Random Starting Ages
Adulthood Simple Moderate Complex
10 Years +1d6 +2d6 +3d6
Common/Flind/Rabid Gnoll Aging Effects
Middle Age Old Venerable Maximum
18 Years 22 Years 26 Years 30 Years
At Middle Age: -1 Str, Dex, Con. +1 Int, Wis, Cha.
At Old Age: -2 Str, Dex, Con. +1 Int, Wis, Cha.
At Venerable Age: -3 Str, Dex, Con. +1 Int, Wis, Cha.
Ghost/Warmonger Gnoll Random Starting Ages
Adulthood Simple Moderate Complex
15 Years +3d6 +4d6 +7d6
Ghost/Warmonger Gnoll Aging Effects
Middle Age Old Venerable Maximum
30 Years 40 Years 50 Years 60 Years
At Middle Age: -1 Str, Dex, Con. +1 Int, Wis, Cha.
At Old Age: -2 Str, Dex, Con. +1 Int, Wis, Cha.
At Venerable Age: -3 Str, Dex, Con. +1 Int, Wis, Cha.
Common/Ghost/Warmonger Gnoll Random Height & Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 7’ 2" +2d4 250 lb. + 1d100 lb.
Female 7’ 0" +2d4 200 lb. + 1d100 lb.
Flind/Rabid Gnoll Random Height & Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6’6" +2d4 300 lb. + 1d100 lb.
Female 6’4" +2d4 250 lb. + 1d100 lb.
Common Gnoll Traits
Flind Gnoll Traits

Skills: A flind has a +2 racial bonus on Charisma-based checks made to influence gnolls.

Flindbar: A flindbar resembles a pair of chain-linked iron bars, not unlike a flail. This one-handed exotic weapon costs 30 gp, deals 2d4 points of bludgeoning damage, has a threat range of 19–20, deals double damage on a critical hit, and weighs 2 pounds. Flinds treat a flindbar as a martial weapon instead of an exotic weapon.

The wielder of a flindbar gains a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). If a proficient wielder threatens a critical hit, he can make a free disarm attempt against that opponent before confirming the critical hit (this disarm attempt doesn’t provoke attacks of opportunity).

Ghost Gnoll Traits
Rabid Gnoll Traits
Warmonger Gnoll Traits

Common Gnolls

Flind Gnolls

These powerful and merciless relatives of the gnolls are
often found in gnoll bands as leaders or elite hunters. While
gnolls admire and respect them, flinds have no great love for
their lesser cousins.

A flind appear much like a gnoll, though it is a little
shorter and broader. It stands roughly 7 feet tall and
weighs 300 to 350 pounds. A fl ind’s forehead does not slope
back as far, and its ears are more rounded than those of an
ordinary gnoll.

Ghost Gnolls

Rabid Gnolls

Rabid Gnolls are the fiercest, most bestial of the Gnolls in appearance and manner. Their fur is orange with markings of yellow and/or red.

Warmonger Gnolls

Warmonger Gnolls carry themselves with pride, often displaying better posture and confidence then their more bestial cousins. A Warmonger Gnoll is no larger then others, but his length of military training ensures his health and physique are always in prime condition.

Warmonger Gnolls have a significantly longer lifespan than common Gnolls, which gives them a greater breadth of knowledge and experience. They also differ in intellect, having less tendency for wildness and rage and more capacity for patience. This makes them natural leaders and also means they have a better aptitude for skills and trades.

Warmonger Gnolls take pride in their gear, crafting weapons, armor and equipment of good quality even by human standards. They are thus much better equipped then common Gnolls who merely steal from other races or craft in a much cruder fashion.

The fur of Warmonger Gnolls is colored in shades of grey with markings of white or black. In youth their manes usually feature spots or sometimes stripes which fade with age eventually disappearing altogether. (No special importance is given to such markings)

Their thick fur spreads back from heavy set canine features into a mane, spreading across their shoulders extending down their spine, which seems impervious to dust and protects their hide from dirt and infection so well that few ever bathe. This fur also provides a small measure of protection from lesser blows.

Their eyes are typically yellow-orange in color, seeming to glow in the darkness when they reflect light, keen in vision though no better or worse then common Gnolls. Likewise with hearing and scent.


Common Gnolls

Flind Gnolls

Ghost Gnolls

Rabid Gnolls

Warmonger Gnolls

Warmonger Gnolls have a long proud history of success on Mgorongoro. Their skill as natural leaders on the battlefield have helped them carve out huge territories for themselves and strengthen Gnoll kind in general.

Gnoll lore speaks of the Warmonger Gnolls as children of Kreshkigal, the Gnoll god of war who appeared at their greatest hour of need with six thousand Warmonger Gnolls as his soldiers. He then departed the material plane, but commanded his children to serve as leaders for Gnoll kind forevermore.

Warmonger Gnolls strive to glorify themselves through great deeds, honoring their deity.


Flind Gnolls

The merciless flinds are clever tacticians, preferring to use
surprise, terrain, and superior numbers to their advantage.
When commanding gnoll hunting parties, they have no
qualms about sacrificing their cousins for personal gain.

Warmonger Gnolls

Warmonger Gnolls are more disciplined and far less bestial then their cousins. True they may still act the part of a wild savage now and then, but this is usually just a trick of showmanship. Their true character lies in their cunning and keen observation. Picking their battles to best effect.

Despite these advantages they are less numerous then common Gnolls simply because they are less capable of breeding successfully. This forces them to be more diplomatic with other Gnolls and use them in their plans more often than not.

Most of the time common Gnolls and Warmonger Gnolls live together side by side. However Warmonger Gnolls do not consider common Gnolls their equals, and will only tolerate them in their lands in so far as they don’t start trouble.

They would never make slaves of them however, and respect them more than other races. Common Gnolls who agree to serve in the Warmonger armies are provided a better quality of life then they might manage on their own with quality goods, wages, lodging and meals provided for them.

Common Gnolls are allowed to hold the rank of Sergeant above their own kind, but no more than that.


Warmonger Gnolls

Warmonger Gnolls are deeply religious and devout followers of Kreshkigal, the Gnoll of War. They believe it is their duty to lead Gnoll kind to victory over their enemies. However, in their eyes not all Gnolls are created equal. Warmonger Gnolls refuse to accept common Gnolls as brethren and will not tolerate their worship of their deity. They consider worship of other deities a waste of time.


Warmonger Gnolls

Warmonger Gnolls organize themselves like a military order, with a strict chain of command based on rank. Their holdings belong to a Lord General who takes counsel from a High Cleric. Oftentimes, Lord Generals only rule as long as they are successful, with no small number of eager replacements ready to take their place. All that’s needed to supplant a Lord General is the word of the High Cleric.

Warmonger Gnolls do not usually organize themselves into armies much larger then a thousand or try and merge more than one army together under one leader because any Lord General who declares himself Supreme General is always thwarted by other Lord Generals who feel more worthy of the title.

Infighting between Warmonger armies is frowned upon but not uncommon. It is tolerated by the clerics only as long as it does not harm the security of the Gnoll holdings from attack by their enemies.


It is considered highly inappropriate to assault or disobey orders from a superior ranking Warmonger Gnoll. Such behavior goes against the edicts of their deity and dishonors themselves and their brethren.

it is considered disgraceful for a Warmonger Gnoll to breed with a common Gnoll, and worse to tolerate a common Gnoll who claims to be a brother or an equal under Kreshkigal.


Warmonger law has several facets. Their are laws between soldiers, laws between soldiers and non-soldiers and laws between Warmonger Gnolls and common Gnolls. All these laws are presided over by Clerics who act as judges, law enforcers and peacekeepers.

Customs, Kinship, and Marriage

Warmonger Gnolls

Warmonger Gnolls defy the trait that Gnolls despise physical labor enter training in a trade as soon as they are old enough to stand and use tools. They will labor as apprentice craftsman for several years learning the value of discipline and hard work until they are of age to join the army. Then they take part in a rigorous test to prove their worth in battle. Usually only a little more than half of those tested succeed. The rest go back to their trades and become journeymen until they open their own shops.

Those who do join the army will serve in some capacity beneath the Lord General for the majority of their adult life, but eventually earn the right to retire from active service and become combat instructors for new recruits.

Retired Warmonger Gnolls may take a wife and raise a family of their own late in life, but most of the offspring fathered by Warmonger soldiers are bastards, born of casual couplings with females they meet when not on duty. No dishonor is given to these females or their children who are given over to an community orphanage to be cared for until the time they are of age to look after themselves.

This not only encourages independence for individual Warmonger Gnolls but it also encourages the community to look after the next generation.


Warmonger Gnolls

Warmonger gnolls are not all soldiers, many are craftsman, builders and farmers who support the army. Much of the hard labor is done by slaves however, captured by the army.

Would-be clerics are chosen at an early age by other clerics as acolytes. These acolytes must then convince the High Cleric to be named a cleric when they come of age.


Warmonger Gnolls

The economy of Warmonger Gnolls depends largely on slave laborers captured by the army. They use this labor force for farming, building and mining.

Warmonger Gnolls will also sometimes trade with other evil humanoids such as Orcs, Hobgoblins, Ogres and Giants.

Other Races


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