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Gnoll, Unchosen


Unchosen Gnoll
CR 4
XP 1,200
Usually CE Large Humanoid (gnoll)
Init
+2; Senses Darkvision 60 ft., Deathwatch, scent; Perception +4

 DEFENSE

AC 17, touch 11, flat-footed 17 (+2 insight, +6 natural, -1 size)
hp 47 (5d8+25)
Fort +8, Ref +1, Will +1
Defensive Abilities
foresighted; Immune charm, fear

 OFFENSE

Speed 40 ft.
Melee 2 claws +8 (1d6+6) and bite +8 (1d8+3)
Melee
Power Attack 2 claws +7 (1d6+8) and bite +7 (1d8+5)
Space 10 ft; Reach 10 ft
Special Attacks
ferocity

 TACTICS

During Combat Although relatively unintelligent, an unchosen can still use rudimentary tactics— they’re smarter than animals, if only barely. They combine ferocious pack-hunting techniques (in which multiple unchosen focus their attacks on one creature) with cruelty—they enjoy attacking helpless or smaller foes not because of the increased chance at success, but because they enjoy the sound of fear and panic such victims often reward them with. If an unchosen hits its foe, it generally uses power attack on all rounds to follow.

Morale An unchosen typically fights to the death.

 STATISTICS

Str 23, Dex 10, Con 19, Int 4, Wis 10, Cha 8
Base Atk +3; CMB +10; CMD 20
Feats
Improved Bull Rush, Power Attack, Toughness
Skills Acrobatics +7 (+11 jump), Climb +10, Perception +4; Racial Modifiers +4 Perception
Languages Gnoll

 SPECIAL ABILITIES

Deathwatch (Ex)

The tampering with the unchosen’s brain has granted the creature the ability to “scent life.” As long as targets are in range of the unchosen’s scent ability, it instantly knows whether each creature in the area is dead, fragile (alive and wounded with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), Undead, or neither alive nor dead (such as a construct).

Ferocity (Ex)

An unchosen becomes enraged if mortally wounded. It continues to fight without penalty even while disabled or dying, and as long as it has less than 0 hit points, it gains a +2 bonus on attack rolls and all weapon damage rolls.

Foresighted (Su)

An unchosen’s trepanation has partially unlocked an almost psychic ability to sense peril. It gains a +2 insight bonus on Initiative checks and to its armor class.