Free interactive D&D 5e SRD stat block

Gnoll Warrior

Medium Fiend, CR 1/2, AC 15, 27 HP. Chaotic Evil.

Medium Fiend, Chaotic Evil

AC
15
Initiative
+1 (11)
HP
27 (6d8)
Speed
30 ft.
ScoreModSave
STR 14 +2 +2
DEX 12 +1 +1
CON 11 +0 +0
INT 6 -2 -2
WIS 10 +0 +0
CHA 7 -2 -2
Senses
Darkvision 60 ft.; Passive Perception 10
Languages
Gnoll
CR
1/2 (XP 100; PB +2)

Actions

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6+2) Piercing damage.

Bone Bow. Ranged Attack Roll: +3, range 150/600 ft. Hit: 6 (1d10+1) Piercing damage.

Bonus Actions

Rampage (1/Day). Immediately after dealing damage to a creature that is already Bloodied, the gnoll moves up to half its Speed, and it makes one Rend attack.

How to run Gnoll Warrior

A gnoll warrior is a CR 1/2 fiend with a hyena-laugh and a bone bow, and it is at its best in a pack of three to six. One on its own is a speed bump. Four on a hill with bows are a real fight for a level-2 party. The whole stat block is built around Rampage: hit a Bloodied creature with damage and you get a half-speed move plus a free Rend as a bonus action, once per day. That's the moment the encounter swings, and you should set up positioning so it actually triggers.

Open the encounter at distance. Bone Bow is +3 to hit, range 150/600, 1d10+1 piercing for an average of 6. Stack two or three gnolls on a ridge or rooftop and have them shoot anyone wearing cloth until the party closes. Once the party is within charge range, drop the bows and switch to Rend (+4 to hit, 1d6+2 piercing, average 5). Gnolls aren't smart (Int 6) but they understand pack behavior. They focus the same target until it's Bloodied, then someone in the pack triggers Rampage and the now-Bloodied PC eats two attacks in one turn from a single gnoll.

Track which gnoll still has Rampage available and which has spent it, because the threat isn't the static damage, it's the tipping point when the cleric drops to half. A pack of four gnolls with four pending Rampages is a different fight than the same pack after they've all popped. Don't waste Rampage on a single hit if the gnoll could move into reach of two Bloodied targets first.

Gnolls do not surrender. Demonic origin in the lore means once they smell blood they keep going until the prey is down or they are. A Bloodied gnoll takes its bonus action to charge rather than disengage. That makes the cleanup phase messy and memorable.

Cue the laugh before the bowshots, not after. The party should hear the pack before they see it.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →