Gnoll Chainflail

Level 2 Minion Artillery
Abyssal, Gnoll EV 8
Stamina 4
Speed 5 Size 1M / Stability 1
With Captain Strike damage +1 Free Strike 3

Might

2

Agility

0

Reason

1

Intuition

0

Presence

-2

Chain Shotput 2d10 + 2

Ranged, Strike, Weapon Signature Action
Ranged 8 1 creature or object per minion
≤11: 3 damage 12—16: 4 damage;
push 1
17+: 6 damage;
push 3

Death Frenzy

Whenever an ally within 5 is reduced to 0 Stamina, the chainflail archer moves up to their speed and makes a free strike.

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  1. Gnoll Malice


    1. Iron Jaws

      3 Malice
      1. Area, Weapon Maneuver
        1 cube within 3
        Special
      2. Effect

        A gnoll acting this turn drops an iron jawed snare into the affected area. The first time an enemy steps into an affected square, they make an Agility test. If they were unaware of the snare, they make the roll with a bane.

      3. ≤11: 6 damage;
        bleeding (save ends)
        12—16: 4 damage;
        bleeding (EoT)
        17+: no effect
      4. Effect

        While an enemy is bleeding from the snare, each gnoll has an edge on strikes made against the creature.

    2. Bloodpool

      5 Malice
      1. 1 minion gnoll suddenly explodes into a pool of blood, splattering across each square within 3. A gnoll that starts their turn in an affected square deals an additional 5 damage on their next strike until the end of their turn. Once per round, an abyssal hyena that starts their turn in an affected square turns into a gnoll marauder, keeping their Stamina.

    3. Echoes of Laughter

      10 Malice
      1. The battlemap is encased in a soundscape of laughter and howling. Each enemy has a bane on the first power roll they make during a round. Whenever a gnoll is killed, this effect is suppressed until the start of the next round.

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