Gnoll Carnage

Level 2 Leader
Abyssal, Gnoll EV 16
Stamina 100
Speed 5 Size 1M / Stability 1
Free Strike 5

Might

3

Agility

3

Reason

0

Intuition

0

Presence

3

Shrapnel Whip 2d10 + 3

Melee, Strike, Weapon Signature Action
Melee 2 2 creatures or objects
≤11: 8 damage;
A<1 bleeding (save ends)
12—16: 11 damage;
A<2 bleeding (save ends)
17+: 14 damage;
A<3 bleeding and dazed (save ends)
Effect:

An ally targeted by this ability makes a free strike instead of taking damage.

Cackletongue (4 Malice)

Maneuver
Self and 5 burst Self and all allies
Effect:

Each target deals an additional 3 damage with their strikes until the start of the carnage’s next turn. Targets who haven’t used a cackletongue maneuver on this turn use it immediately at no cost.

Death Rampage

Whenever an ally within 5 is reduced to 0 Stamina, the carnage moves up to their speed and either chooses to target 2 creatures with free strikes or one creature with their shrapnel whip.

Endless Hunger

If the carnage is reduced to 0 Stamina while there are still gnolls on the battle map, one gnoll on the map is transformed into the

carnage, keeping the gnoll’s Stamina.

Call Up from The Abyss

Villain Action 1
Ranged 10 Special
Effect:

The carnage summons 5 gnoll wildlings and 5 abyssal hyenas into unoccupied spaces.

Edacity

Area Villain Action 2
Self and 10 burst Self and all allies
Effect:

Each target moves up to their speed and makes a free strike. A creature that takes damage from this villain action is also knocked prone.

Deepest Wounds

Area, Magic Villain Action 3
5 burst Each winded enemy in the burst
Effect:

The carnage’s eyes and all exposed blood within distance starts to glow bright red. Each target makes a Presence test.

≤11: The target can’t regain stamina until the end of the encounter 12—16: The target can’t regain stamina (save ends) 17+: No effect
Effect:

Until the end of the encounter, each gnoll has a double edge power rolls that target a winded enemy.

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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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