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TM BY MIKE FRANKE AND CHRIS HARRIS Gnolls

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Page 1: Gnolls - img.fireden.net · centaur tribes found there for food and hunting territory. However, the superior numbers and mobility of the centaurs have taught gnolls to tread carefully

TM

BY MIKE FRANKE AND

CHRIS HARRIS

Gnolls

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Credits

Advanced Races, Kobold Press, and Midgard are trademarks of Open Design.

Pathfinder is a registered trademark of Paizo Publishing, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, and are used under the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility

license. Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing. See http://paizo.com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo

Publishing does not guarantee compatibility, and does not endorse the product.

Open Game Content: The Open content in this publication includes the new feats, new spells, new gear, and new player character race abilities. All other material is Product Identity, especially place names, character names, locations, story

elements, and fiction. No other portion of this work may be reproduced in any form without permission.

©2014 Open Design All rights reserved. www.koboldpress.com

Designer: Mike Franke and Chris HarrisDevelopers: Chris Harris, Wolfgang BaurBouda: Wendall Roy Editor: Eytan BernsteinCover Artist: Guido Kuip

table of Contents

TM

Interior Artists: Storn Cook, Guido Kuip, Marcel Mercado, Johnny Morrow

Art Director and Graphic Design: Marc RadleAccountant: Shelly BaurPublisher: Wolfgang Baur

Savagery and Cunning ... ................................................. 3Introduction ..................................................................... 3

Physical Description ................................................... 3Society ................................................................................ 3 Relations ....................................................................... 4

Alignment and Religion ............................................. 5Cult of Nkishi .............................................................. 5Bouda (CR 5) ............................................................... 6

Adventurers ....................................................................... 8Gnoll Racial Traits ....................................................... 8Alternate Racial Traits ................................................ 8Random gnoll Starting Ages ...................................... 8Favored Class Options ................................................ 9

Standard Archetypes ........................................................ 9The Silent Howl ........................................................... 10Mowa (cleric) ............................................................... 10

Racial Archetypes ............................................................. 10Silent Howler (ranger) ................................................ 10Wastelands Stalker (ranger) ....................................... 11

New Racial Rules .............................................................. 11Gnoll Equipment .............................................................. 11Feats .................................................................................. 12Gnoll Magic Items ............................................................ 13Gnoll Spells ........................................................................ 14

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introduCtion Savage and hulking, yet craven and lazy, gnolls are a great contradiction. Gnolls respect only strength and believe that work should be done by the weak. This results in a society based on violent competition. The strongest and fiercest command while the remainder obey with their tails between their legs, always looking for a way to improve their station, as well as venting their frustration on those weaker than themselves. At their core, most gnolls are bullies, brave only when they have the advantage and hardworking only when there is no one else to force to do the work.

PhysiCal desCriPtionGnolls resemble large, powerfully built hyena-headed humanoids. On average they stand between seven and eight feet tall, although their hunched and skull-forward posture makes them appear slightly shorter. Most of a gnoll’s body is covered by short, coarse fur that tends toward beige and black (although other colors are possible, including white, grey, and dark browns). Gnolls have small claws and short snouts filled with dangerous-looking yellow teeth, but they rarely use them in combat, preferring manufactured weapons.

soCietyGnoll society varies greatly based on location. So called “civilized” gnolls tend to follow local military structures. They can be found acting as disposable shock troops, and playing the role of

lowly sycophants in the Mharoti Empire and Khandiria. Savage gnolls can be found throughout the sands of the Southlands, and even as far north and east as the Rothenian

savagery and Cunning

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plain, where they are often aligned with the Rubyashi slavers. These gnolls adhere to a clannish tribal structure dominated by alpha females.

Although some gnolls are expert trackers and hunters, gnoll tribes are by preference slaving societies with most labor being performed by captured slaves of other races. When slaves are not available, gnolls scavenge and steal whatever they can, targeting the weak or easily intimidated.

As a last resort, not because they dislike killing so much as they avoid hard work, gnolls turn to raiding. Whispers among the southern tribes also tell of a great gnoll kingdom far to the south, ruled over by a powerful gnoll queen. If these rumors are to be believed, gnolls live in relaxed splendor there, tended by the many slaves captured by their powerful queen and her 100-strong elite male personal guard and harem.

relationsGnoll society is mostly unfriendly toward outsiders. In the eyes of gnolls, outsiders fall into three categories: food, slaves, or dangerous foes to be avoided or placated.

Gnolls respect physically powerful races such as minotaur and dragonkin.

Before the destruction of the minotaur kingdom of Roshgazi, savage gnolls competed with the more civilized minotaurs across the Southlands. These conflicts were long and brutal and to this day gnolls feel a deep loathing for minotaurs that they struggle to keep in check, only because they realize the minotaurs’ great power.

Gnolls respect dragonkin for their innate strength and acknowledge their role as the emissaries of dragons, whom they fear greatly. Gnolls serving in the armies of the Dragon Empire know their place in that society, and the consequences of acting out of line.

Gnolls of the Rothenian Plain compete with the large centaur tribes found there for food and hunting territory. However, the superior numbers and mobility of the centaurs have taught gnolls to tread carefully near centaur hunting grounds. Gnolls on the Rothenian Plains are mostly content to slink around the periphery of centaur societies, living on the scraps and preying on the weak when the opportunity arises.

Gnolls do not often come into contact with elves, dwarves, or gnomes. Their natural mistrust of arcane magic makes them likely to avoid the fey, including the

Windrunner elves of the Rothenian Plain. Dwarves’ strength and natural toughness makes them more trouble than they are worth in the eyes of gnolls. Likewise, the inherent nastiness of gnomes makes them unappealing as slaves. Nonetheless, a persistent rumor among savage gnolls insists that gnomes are the tastiest of all humanoids and gnolls will go to quite a bit of trouble to add them to their menu.

Goblins are considered good slaves but not good eating. Gnolls will only resort to eating their goblin slaves if absolutely no other food source is available. Ironically, this has led goblins to believe that they are favored by gnolls and they go out of their way to attempt to lord it over fellow slaves because of this

supposed favor. Gnolls primarily prey on humans, and

indeed they show active disdain for humans, whom they view as small and weak. They attempt to enslave or eat humans as the situation dictates. Gnolls are aware, however, that humans must be treated carefully, as some are much more powerful than others—human wizards and oracles are especially feared.

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alignment and religionMost gnolls worship Bastet, their great matriarch. She is a chaotic goddess of wild passions and animalistic ferocity that appeals to the gnolls’ vision of themselves as powerful hunters. She also suits them as a matriarchal society—to the gnolls, it is simply a given that the greatest of the gods are female.

Some gnolls, especially in the River Kingdom of Nuria Natal, also worship jackal-headed Anu-Akma, the god of the underworld and the husband of Bastet. Under the guidance of his clergy, gnolls hold a special place in society as mortuary guards and guides. They guard massive ossuaries and burial complexes for the glory of Anu-Akma, and in return they expect favored treatment in the afterlife.

Gnolls outside of the Southlands sometimes worship the wind god Azuran of the Dragon Empire or the dark god the Hunter, both of whom they claim are Bastet in different guises. Worship of the Hunter is especially prevalent among the gnolls of the Rothenian Plains, as these clans relish the hunt almost as much as they relish the kill. Though they enjoy the hunt, the gnolls are not above scavenging a large kill, and many of their meals on the plains are simply those stolen from others.

Cult of nkishiA growing cult is spreading rapidly north from the Sarklan Desert, aggressively converting gnoll bands under threat of death, sacking and desecrating the holy places of other gods they encounter, and slaughtering their priests where they can. They worship Nkishi, a god who preaches that it is holy and right to prey upon and terrorize humanity. All other religious pursuits are distractions to them, and their religious leaders attempt to drive out the influence of other gods from priests as though they were possessed by evil spirits.

Composed of wild bands of gnolls from deep in the southern deserts, the Cult of Nkishi was first seen further north among the battlefield scavengers in the wars between the Mharoti and Nuria Natal, where multiple large packs shadowed the movements of both armies, and were so bold as to enter the battlefield as troops were still withdrawing. The gnolls and their accompanying packs of hyenas set to work within hearing of the retreating men, who were forced to listen to the cackling, growling, and howling as both two and four-legged scavengers squabbled over the marrow of their fallen comrades’ bones. Their work was so thorough that few signs are still visible that battles took place, save on the gnolls themselves, who are occasionally seen wearing bits of armor scavenged from those old battlefields.

The cultists have lately shown a marked animosity for gnolls of the Mharoti Empire, going to great lengths to hunt and slaughter a detachment of jambuka inside the Empire’s borders before disappearing back into the desert. Worse, they have intentionally left shape-shifting bouda and were-hyenadons in their wake among the human populations they have encountered, causing chaos and horror to erupt long after they have fled the area.

NKISHIThe Laughing Darkness, Blood-Muzzle, Man-Killer, the One Who Knows the Path, the Two-Faced God

Domains: Animal, Charm, Darkness, Evil, Protection, Repose

Subdomains: Exorcism*, Fear, Fur, Lust, Night, Purity, Souls

Alignment: EvilFavored Weapon: Spear.Worshipers: Nkishi’s faithful are primarily gnolls,

though he counts many bouda and lycanthropes of the Southlands among his adherents, as well as other humanoids who attach themselves to gnoll bands. His priests are mainly mowa (which means “dangerous priest”), and consider other gods to be evil spirits whose influence must be driven out of their people. Gnoll worshipers of Nkishi believe that the gnolls have lost their way, and it is their sacred duty to bring others to the true path by means of brutal example.

Symbols and Books: Nkishi has no holy books or writings of any kind. Any lore concerning the faith is passed orally from tribe to tribe. Where his cultists have ritually slain lone humans, they have taken to leaving the victim’s skull behind, with one of its own bones, cracked, between its teeth, and some have begun to treat this as a symbol of Nkishi.

Shrines and Priests: There are certain caves and rock formations held to be sacred to Nkishi. These are used by the mowa as holy places to cast out evil spirits from gnolls thought to be possessed.

The priests and priestesses of Nkishi are fanatical, and obsessed with two things: terrorizing human settlements whenever possible, and purifying their fellow gnolls of perceived weaknesses. When an uninitiated group of gnolls is encountered, they are given two choices: turn over their spiritual leaders for exorcism - or execution – and take up the worship of Nkishi, or be hunted, killed, and devoured. Priests of other gods handed over to Nkishi’s faithful rarely survive the experience, though a few have been wily enough to convince their tormentors that, thanks to them, they now see the true path.

Masks: Though many claim Nkishi to be a mask of the Hunter, the faithful reject the notion vehemently, arguing that Nkishi would not have humans as worshipers in any guise, as the Hunter does. Among Nkishi’s priesthood, however, they think that the Hunter may, in fact, be a mask of Nkishi, luring in humans so that they may be devoured.

A growing number of those who have studied the cult’s handiwork are convinced that Nkishi is a demon lord masquerading as a true god, but attempts to persuade his faithful of this have met with no real success, the cultists being skeptical that there is a distinction to be made between the two.

Other Faiths: Those who venerate Nkishi tolerate no other

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This hulking, hyena-faced humanoid has numerous scars along its oversized muzzle, as if its jaw had once been ripped apart and put back together. Clouds of gnats and fleas roil around its arms.

XP 1,600NE Medium outsider (div, evil, extraplanar)Init +6; Senses see in darkness; Perception +9DEFENSE

AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)hp 57 (6d10+24)Fort +6, Ref +7, Will +6DR 10/cold iron or good; Immune fire, poison; Resist

acid 10, electricity 10OFFENSE

Speed 30 ft.Melee 2 claws +10 (1d4+4 plus mephitic paws), bite +10

(1d6+4) Special Attacks defiling smear (DC 17), prey on the

weakSpell-like Abilities (CL 5th; concentration +5)

Constant — detect good, detect magicAt will — ghost sound3/day — darkness, expeditious retreat1/day — vomit swarm

STATISTICS

Str 19, Dex 14, Con 18, Int 10, Wis 12, Cha 15Base Atk +6; CMB +10; CMD 22Feats Alertness, Improved Initiative, StealthySkills Climb +7, Escape Artist +8, Intimidate +6,

Knowledge (planes) +4, Perception +9, Sense Motive +6, Spellcraft +4, Stealth +10

Languages Abyssal, Celestial, Infernal; telepathy 100 ft.SQ change shape (beast shape I, hyena only, or alter

self), ravenous gorge, see in darknessSPECIAL ABILITIES

Defiling Smear (Ex) A bouda can secrete a disgusting whitish-yellow substance with the viscosity of tar to mark food and territory. As a standard action, the bouda can mark a single adjacent square, object or helpless creature with this ability. Any living creature within 30 feet of the smear must make a Fortitude save (DC 17) or be sickened for 1 minute. The stench

of a smear remains potent for 1 week. A bouda can use this ability once per day—bouda themselves are immune to the effect.

Mephitic Paws (Ex) A bouda’s forearms are covered in a visible cloud of vermin. Any living creature damaged by the bouda’s claw attacks is nauseated for 1 round; a successful Fortitude save (DC 17) negates the effect. This ability’s DC is Constitution-based.

Prey on the Weak (Ex) A bouda can perform a coup de grace with its bite attack as a standard action.

Ravenous Gorge (Ex) As a full-round action that provokes an attack of opportunity, a bouda can consume the vital organs of a corpse in the square it occupies. The bouda gains temporary hit points equal to the dead creature’s HD that last for up to 1 hour. Organs consumed by this ability are gone, and will prevent attempts to restore life to a creature through raise dead or similar effects which require a mostly intact corpse.

See in Darkness (Su) A bouda can see perfectly in darkness of any kind, including that created by deeper darkness.

ECOLOGY

Environment any (Abaddon)Organization solitaryTreasure standard

Bouda are child-eaters, despoilers of purity and ruiners of family. Appearing superficially similar to oversized gnolls, a web of scars along their muzzles is evidence of gluttonous eating habits. They always appear to be smiling in macabre fashion, their teeth and eyes faintly glowing yellow.

Bouda lurk on the fringes of society, using their shapechanging ability to blend in with mortals. They seek out happy families, consuming the children under cover of night and leaving behind gruesomely elaborate trophies for their victims’ parents to find. They will even mark a victim nights before their kill to drive more terror into the hearts of the helpless parents. If the bouda does not fear any possible repercussion, it may even take the time to haunt and terrorize the victim (and family) for weeks beforehand. Bouda on the run or roaming the wild assume the form of a stocky hyena.

Bouda (CR 5)

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Like all div, bouda have a personality weakness in the form of a compulsion. They are incorrigible gluttons, and when presented with a fresh humanoid corpse, they will take time even in combat to gorge on it or at least defile it for later consumption. Bouda are also extremely arrogant and vindictive, and will unceasingly seek revenge against any mortal that drives them from a kill.

TACTICS

Despite their physical power, bouda greatly relish their time on the material plane and are cowardly when outnumbered in open conflict. They prefer to carefully plot their times of attack. They strike from ambush, distracting enemies with their vomit swarm if seriously outnumbered, then cloaking the battlefield in darkness and attempting to pick off their enemies one at a time.

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gods, viewing them as evil spirits to be guarded against. The faithful desecrate or destroy signs and symbols of other gods whenever they can. This practice has made them enemies wherever they go, primarily in recent years where they have encountered sites sacred to Anu-Akma or Bastet. This, coupled with the treatment of either priesthood when captured, has led to a general increase in security of holy places near the outskirts of civilization, as well as those in the deeper desert. The were-tigers and were-lions among Bastet’s priestesses have come to loathe the cult, and go to great lengths to destroy the were-hyenadons and bouda among Nkishi’s worshipers in particular.

What Nkishi Demands: Humans are the greatest enemy of the gnoll, but this is not meant to be so, and until this is put right humanity will be the stick by which the gnoll is measured. Terrorize and humiliate them whenever possible. Devour them, and leave their cracked bones to frighten their fellows. Hunt them at the edge of their settlements, and sing when you have killed them. Never fight them on their terms, as you were not meant to make war as they do. Let the desert help you destroy them. Teach them that they are not your true enemies. Teach them that they are prey.

adventurers The life of an adventurer holds no appeal for most gnolls, as they are inherently craven and lazy pack creatures. A few gnolls, however, seek the power that can come from adventuring, or they see it as a test of their strength that will prove their position as a high-ranking member of the tribe. There are also those that are cast out of their tribes for failing to obey the matriarch, or worse yet, for believing that a male should lead. Regardless of the reason, many gnoll adventurers seek out power and experience and hope that they will one day return to their tribe and exact revenge against those who dared to exiled them.

GNOLL RACIAL TRAITSMost gnolls have the following racial traits.+4 Strength, -2 Intelligence, -2 Wis, -2 Charisma: Gnolls

are strong but dim witted, weak willed and mean.Gnoll: Gnolls are humanoids with the gnoll subtype.Normal Speed: Gnolls have a base speed of 30 ft.Darkvision: Gnolls have 60 ft. darkvision.Scent: Gnolls have the Scent ability.Weapon Familiarity: Gnolls are proficient with spears and

bows, including crossbows.Live to Fight Another Day: Gnolls gain a +10 ft.

enhancement bonus to speed for 1 round when withdrawing.

Craven: Gnolls are inherently cowardly, and suffer a -2 racial penalty vs. fear affects.

Scavenge: Gnolls gain Survival as a class skill , and a +1 racial bonus on Survival checks made to gather food or locate water.

Languages: Gnolls begin play speaking Common and Gnoll. Gnolls with high Intelligence scores can choose from the following: Dwarven, Goblin, and Giant, plus Draconic and Tengu (gnolls from the Southlands or Dragon Empire), or Centaur and Gnome (gnolls from the Rothenian Plain).

ALTERNATE RACIAL TRAITSSlave-Master: Gnoll society is based on enslaving weaker

creatures to do the work that gnolls would rather not do. As a result, some gnolls specialize in the capture, breaking, and control of slaves. These gnolls gain weapon familiarity with the mancatcher and all kinds of whips and nets. This racial trait replaces the gnoll’s weapon familiarity with spears, bows, and crossbows.

Hulking Brute: Some gnolls are born bigger and tougher than most. Hulking Brutes stand close to 8 ft. tall and are massively muscled but slow moving. Hulking Brutes have a base speed of 20 ft., gain a +2 racial bonus to Constitution, their penalty to Intelligence becomes -4, and their speed is never reduced by armor. This racial trait replaces the gnoll’s normal speed.

Bully: Although all gnolls are cowardly at heart, some learn early on to overcome their fears by abusing others. Bully gnolls gain a +2 racial bonus to Intimidate, but they gain this bonus only when dealing with obviously smaller and weaker creatures. Their penalty to saves vs. fear increases to -3.This racial trait replaces craven.

Obsequious: Civilized gnolls, especially those that call the Dragon Empire home, have made an art out of sniveling and groveling at the feet of creatures more powerful than themselves. Obsequious gnolls gain Diplomacy as a class skill and a +1 racial bonus to Diplomacy. This racial trait replaces scavenge and live to fight another day.

RANDOM GNOLL STARTING AGES

Adulthood Bbn/Rog/Sor

Brd/Ftr/Pal/Rgr

Clr/Drd/Mnk/Wiz

12 Years +1d4 +1d6 +2d6

GNOLL AGING EFFECTS

Middle Age Old Venerable Maximum Age25 Years 40 Years 50 Years 50 years +3d10

RANDOM GNOLL HEIGHT AND WEIGHT

Base Height

Base Weight Modifier

Weight Multiplier

Female 6 ft. 2 in. 190 lbs. 2d10 x 7 lbs.

Male 5 ft. 10 in. 160 lbs. 2d10 x 7 lbs.

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FAVORED CLASS OPTIONSThe following options are available to gnolls who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

Cleric: Add +1/2 bonus to the cleric’s caster level on spells that specifically protect against or dispel the influence of extraplanar creatures, such as protection from evil, dismissal, word of chaos, and dispel evil.

Druid: Add +1 to the druid’s wild empathy bonus when attempted on hyenas.

Ranger: Gain +1/2 bonus on damage dealt to any of the following creatures if they are your favored enemy: centaurs, gnomes, humans and minotaurs.

Rogue: Add +1/2 bonus to Acrobatics, Climb, Stealth, and Survival checks made in sandy or rocky terrain.

standard arChetyPesThe following archetype is available to gnolls and a limited number of humans of the Southlands.

MOWA (CLERIC)The mowa fills several important roles among her people. She is a keeper of lore, and may also serve her community as a healer or a soothsayer. The role for which the mowa is best known, however, is that of a divine cultural warrior. She seeks out and purges unwanted spiritual influences from her people. Whether the influence comes from possession by demons or other outsiders, manipulation by magic, or the incursion of foreign faiths, the mowa endeavors to drive it out using any means at her disposal.

To her people, the mowa is a guardian, standing between them and a world brimming over with malignant ways. To the foreigner, the traveler, or any extolling the virtues of an outside faith, she is often a bloody end to their journeys.

Bonus Feat (Ex): At 1st level the Mowa gains Alignment Channel as a bonus feat.

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raCial arChetyPesThe following racial archetypes are available only to gnolls.

SILENT HOWLER (RANGER)While most gnolls are more at home far from city streets, the Silent Howlers prowl the cities and towns of civilization, serving their tribes with stealth and guile where brute force is not effective. Silent howler gnolls forgo animal companions as incompatible with their mission and are among the few gnolls to embrace magic, stealth, and poison.

Taboo Magic: A silent howler casts spells in the same way as other rangers, except that the spells are drawn from the sorcerer/wizard list and the key spellcasting attribute is Intelligence instead of Wisdom. Spells preferred by Silent Howler rangers include detect magic, detect poison, message, prestidigitation, disguise self, jump, detect thoughts, fog cloud, locate object, invisibility, knock, and whispering wind, although others are possible. This replaces the ranger’s normal spellcasting.

Favored Terrain (Ex): Silent Howler rangers must choose urban as their first favored terrain.

Poison Use (Ex): At 3rd level Silent Howler rangers’ training in the use of poison allows them to use poison without a chance of accidentally poisoning themselves. This ability replaces endurance.

Crowd Mastery (Ex): At 7th level Silent Howl rangers gain the ability to move smoothly through crowded urban streets. Where others are hampered or blocked by crowds of people, these rangers can move as if unobstructed and suffer no movement penalties due to crowded conditions. This ability replaces Woodland Stride.

Anonymous (Ex): At 12th level Silent Howl rangers become masters of blending in with crowds and

Class Skills: Mowa gain Intimidate as a class skill.Skill Ranks per Level: 4 + Int modifier.Spontaneous Casting: The mowa cannot cast spontaneous

cure or inflict spells by sacrificing prepared spells. Instead, the mowa can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above.

TABLE: SPONTANEOUS MOWA SPELLSSpell Level Spontaneous Spell1st level detect the faithful2nd level protection from good and law, communal3rd level speak with dead4th level control summoned creature5th level dispel evil6th level banishment7th level arcane sight, greater8th level frightful aspect9th level gate

Weapon and Armor Proficiency: Mowa are proficient with all simple weapons, light armor, and shields (except tower shields). Mowa are also proficient with the favored weapon of their deity.

Wakeful Curse (Su): Beginning at 3rd level, once per day, a mowa can inflict a curse on a target within 40 ft. that prevents more than a few minutes sleep at a time. The victim must make a Will save (the DC is 10 + 1/2 the mowa’s cleric level + the Mowa’s Wisdom modifier), or be awakened by horrific nightmares every few minutes, preventing any of the benefits of sleep. The victim must make this save every time they attempt to sleep until the curse has been removed. The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

the silent howl

The Silent Howl is more than a ranger archetype for gnolls, it is a secret society that breaks with gnoll tribal tradition and draws its membership from gnolls of many tribes. The Silent Howl teaches its recruits patience. New members are taught to suppress their natural urges toward showy violence and displays and instead rely on poison and guile. Finally, when properly prepared, members are indoctrinated into the taboo mysteries of arcane magic. The society provides members with access to a library of arcane research and mystical tutors to help tap their hidden potential.

Although gnoll matriarchs are uneasy with the arcane teachings of the Silent Howl, they value the skills Silent Howl rangers provide to the tribe, and keep an eye out for likely prospects to send to the society for training. This might change if the matriarchs learn just

how powerful and widespread the Silent Howl actually is.The Silent Howl is larger than outsiders suspect, with

hundreds of members originating from dozens of tribes located in the Southlands, Dragon Empire and even from as far away as the Rothenian Plains. The headquarters and major training center for the society is located in Per-Bastet, although at least a few members of the Silent Howl are present in every major city in the Southlands and Dragon Empire. The society also employs a mentor system, sending members to remote tribes to train promising gnolls in the society’s methods. The members of the Silent Howl are loyal to their individual tribes but also have duties owed to the society. How these conflicting loyalties might play out in the future is unknown for now, except perhaps to the highest leaders of the society.

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disappearing in urban environments. As long as he is in an urban environment, a Silent Howl ranger can use the stealth skill even if being observed. This ability replaces Camouflage.

Camouflage (Ex): At 17th level a Silent Howl ranger may use the Stealth skill to hide in any of his favored terrains even if the terrain does not grant cover or concealment. This ability replaces Hide in Plain Sight.

WASTELANDS STALKER (RANGER)Wastelands Stalkers are the elite hunters of their tribes. They stalk the periphery of gnoll society, always lurking where the enemies of the tribe least expect, and ruthlessly hunt down any who dare to invade their territory. Wastelands Stalkers eschew the magic favored by many outsider rangers, focusing on the true reliability and fierce muscle of their favored hyena companions, and the deadly power of bow and arrow.

Hunter’s Bond (Ex): At first level the Wastelands Stalker forms a close bond with an animal companion, as indeed all rangers have the option to do. The Wastelands Stalker must bond with a hyena or lion, and most tribes highly favor the hyena. This companion functions in all ways like a druid animal companion per the Nature Bond class feature and it functions without the -3 level penalty. This ability replaces Spells.

Hunter’s Bow (Ex): At second level the Wastelands Stalker begins his path to master the hunter’s favorite weapon, the bow. A Wastelands Stalker may use any type of bow, but not a crossbow, and his expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose from the following feats even if he does not have the normal prerequisites: Far Shot, Point Blank Shot, Precise Shot, Prone Shooter and Rapid Shot. At 6th level he adds Clustered Shots, Improved Precise Shot, Manyshot, Parting Shot and Snap Shot to his list. At 10th Level he adds Critical Focus, Pinpoint Targeting and Shot on the Run to the list. At 14th Level he adds Bleeding Critical to the list. This replaces Combat Style Feat.

Badlands Warrior (Ex): At 4th level the Wastelands Stalker gains the Badlands Warrior feat, enabling him to ignore penalties for rough terrain in sandy and rocky environments. This replaces Hunter’s Bond.

Sand Stagger (Ex): At 7th level the Wastelands Stalker gains the Sand Stagger feat, which functions exactly as Woodland Stride does but only in sandy and rocky terrain. It also enables him to remain undetected by tremorsense in all terrain. This replaces Woodland Stride.

new raCial rulesGnolls have a certain amount of equipment and magic unique to their kind. These items are often surprisingly effective, given that most of their materials are scavenged or made by thralls.

gnoll equiPment

Beetle Carapace Armor

Metals are rare in the badlands and deserts, and heavy metal armor is not optimal in the desert heat. Some tribes of savage gnolls have, however, discovered an alternative, for in the desert dwell many gigantic insects whose tough shells can be fashioned into armor almost as strong as steel. When found, these shells are taken to the finest gnoll craftsmen, who work in conjunction with tribal shamans and druids. Using secret methods, alchemical mixtures, and resins distilled from desert plants, the gnolls create armor without the fragility of items normally made out of bone.

Gnoll armor created in this fashion is masterwork armor, has a hardness of 5, and the armor/shield bonus is reduced by 1, but the armor does not have the fragile quality. Beetle carapace armor is a favorite of gnoll druids as it provides better protection than the hides they normally wear. Items made from beetle carapace are priced as masterwork items of the same type.

Desert Scorpion Bolas

This ranged weapon consists of a pair of specially weighted giant scorpion stingers connected by a thin strip of hide. When Gnolls whirl and throw this weapon they may attempt one of two things: to make a ranged trip attack or a ranged grapple attempt against an opponent.

A successful ranged trip attack wraps the bolas around the legs of the target, so it falls prone and its movement becomes 0 ft. until the bolas are removed with a successful grapple or escape artist check. A successful ranged grapple attack wraps the bolas around the torso of the target exposing it to the venom in the stingers but does not otherwise hinder the target.

The bolas’ stingers are filled with large scorpion venom that inflicts 1d2 Str damage/round for 6 rounds or until the target succeeds on a DC 17 Fortitude save.

Desert Scorpion Bolas: Price 10 gp; DMG (S) 1; DMG (M) 1; Crit x2; Range 10ft.; Weight 2 lbs; Type P; Special trip, see text.

Mewling Horn

Usually carved from human bones, a mewling horn is a long, flute-like instrument whose mouthpiece is ideally shaped for a creature with a canine muzzle. Because of this mouthpiece, it is quite difficult for humanoids who lack such a muzzle to use (Perform: Wind Instrument, DC: 20). When played properly, a mewling horn produces a sound

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like a crying human baby. This is used by gnolls lying in ambush for the purpose of taking slaves when the curious or concerned come looking.

Mewling Horn: Cost 40 gp; Craft DC 24

Musk Bomb

The desert is full of creatures whose innards are incredibly foul. By combining the ichor of desert scorpions, the crushed carapaces of certain beetles, and the feces of the desert vulture, gnolls create a disgusting paste that they rub into the fur of subordinate male gnolls. Over time this paste absorbs the oils that gnolls secrete into their fur before causing the fur to fall out in large clumps. This fur is gathered, chopped into fine particles and used to fill gourds that are specially scored and weakened. Gnolls treat these gourds as simple weapons that can be thrown with a range increment of 10 ft. When thrown, these gourds explode on contact, filling the air in a 5 ft. radius with a noxious cloud of clingy hair particles. Creatures in the area of the cloud must make a DC 13 Fortitude save or be nauseated for 1d6 rounds, or until they leave the cloud and spend 1 round brushing off the clingy hair.

Musk Bomb: Cost 30 gp; Weight 1 lb.; Craft DC 22

Sand Fan

Gnolls never fight unless it is to their advantage, and they have learned that deception can be a powerful weapon. In the deserts of the south, dust clouds often give away the position of adversaries and prey. Smart gnolls use this against their enemies and the predators of the wastelands. The Gnoll Sand Fan is a large collapsible wicker or wood framework covered by tightly stretched skins. Working together, four gnolls can use the sand fan to create a large (30 ft. radius) cloud of dust easily visible from a distance.

Gnolls often use this dust cloud to distract prey while other hunters sneak in from a different direction. Alternatively, the cloud of dust can be used as cover. Within the dust cloud, creatures more than 5 ft. away have concealment (attacks have a 20% miss chance) and creatures more than 10 ft. away have total concealment (50% miss chance and the attacker cannot use sight to locate the target).

Sand Fan: Cost 20 gp; weight 100 lbs.; Craft DC 15.

featsGnolls have many secret techniques related to the harsh climates they inhabit, and their particular howls and cackles.

BADLANDS WARRIORYour extensive experience in the desert environments of the Southlands allows you to ignore movement penalties in sandy and broken terrain.Prerequisites: Dodge, Mobility, gnollBenefit: You can ignore the effects of difficult terrain in sandy and rocky environments.

Normal: Sandy and rocky environments count as difficult terrain and reduce movement by half or more depending on circumstances.

FEARFUL HOWLYou intimidate your enemies with a bloodcurdling howl.Prerequisites: GnollBenefit: As a full round action you make a fearsome snarling display ending in a loud bloodcurdling howl. Make an Intimidate check to demoralize all foes within 30 ft. that can hear your howling.

Special: For every additional gnoll participating in the Fearful Howl add 20 ft. to the area affected to a maximum of 300 feet. Regardless of the number of gnolls participating, only one gnoll makes the check. The DC of the check is not affected by the number of gnolls.

SAND STAGGERYou have learned to move in such a way that you are not noticed by the burrowing predators of the desert.Prerequisites: Dodge, Mobility, Badlands Warrior, gnollBenefit: Your staggering uneven movement mimics the natural vibrations of the environment making you undetectable by tremorsense.

SAVAGE BITEYour jaws are powerfully developed and your teeth are longer and sharper than normal due to constant filing and sharpening.Prerequisites: GnollBenefit: You gain a bite attack. This is a primary natural attack that deals 1d6 points of damage.

SHADOW OF THE DESERTYour extensive experience in desert or plains environments makes you harder than usual to detect.Prerequisite: Stealth 5 ranks, gnollBenefit: While in desert or plains environments you gain a +5 circumstance bonus to stealth checks and may utilize Stealth even in areas without cover or concealment.

Normal: You cannot use stealth in areas lacking cover or concealment.

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gnoll magiC itemsGnolls generally distrust arcane magic, but they venerate the divine magic of their clerics and adepts. One result of this is an assortment of fetishes created by gnoll shamans, some of which mimic effects created by arcane magic. Fetishes are a combination trophy and token of divine protection. Gnoll warriors who defeat a significant foe or pass a significant test often take a trophy in the form of a body party, lock of hair, or bit of clothing or armor. They believe this trophy has magical significance and grants them some of their defeated foe’s power.

On rare occasions, gnoll shamans enchant these trophies with the divine might of their patrons to create fetishes. Fetishes are generally worn around the neck and occupy the neck magic item slot.

BEETLE ANTENNA FETISHAura faint enchantment; CL 5thSlot neck; Price 7,700 gp; Weight —DESCRIPTION

This fetish flashes dazzlingly in the light, just like the jeweled carapace of the giant beetle it was taken from. The wearer of this fetish has luck on his side and gains a +1 luck bonus on all saving throws.CONSTRUCTION

Requirements Craft Wondrous Item, prayer, creator must be gnoll; Cost 3,850 gp

BULETTE SCALE FETISHAura faint transmutation; CL 5thSlot neck; Price 16,100 gp; Weight 1 lb.DESCRIPTION

This polished ebon scale is a wonderfully carved and preserved piece of bulette carapace. Etched into the surface of the scale is a depiction of a gnoll stabbing a bulette with his spear. The skin of a gnoll that wears this fetish thickens and toughens granting him a +2 enhancement bonus to his natural armor. In addition, once per day upon command, the wearer of the fetish gains burrow 15 for 5 minutes and can even burrow through stone at a rate of 5 ft. per round. CONSTRUCTION

Requirements Craft Wondrous Item, barkskin, move earth, creator must be gnoll; Cost 8,050 gp

CHEETAH PAW FETISHAura faint transmutation; CL 3rdSlot neck; Price 1,000 gp; Weight 1 lb.DESCRIPTION

Four preserved cheetah paws indicate that this gnoll warrior can defeat even the speediest of creatures. Upon command, the wearer of this fetish gains an enhancement bonus to base speed of 20 ft. for up to 3 rounds per day. The rounds do not need to be consecutive.CONSTRUCTION

Requirements Craft Wondrous Item, expeditious retreat, creator must be gnoll; Cost 500 gp

EAGLE FEATHERS FETISHAura faint transmutation; CL 1stSlot head; Price 7,050 gp; Weight —DESCRIPTION

This headdress of majestic eagle feathers can belong only to a gnoll warrior fearless enough to scale craggy heights to confront mighty eagles in their nests. This fetish protects the wearer from any fall no matter how high per the spell feather fall. The fetish activates immediately if its wearer falls more than 5 feet. As a standard action once per day, the wearer of the fetish can speak a command word to gain fly 60 for 1 minute. CONSTRUCTION

Requirements Craft Wondrous Item, feather fall, fly, creator must be gnoll; Cost 3,525 gp

ELF EARS FETISHAura faint divination; CL 3rdSlot neck; Price 5,000 gp; Weight 1 lb.DESCRIPTION

This necklace of elf ears on a leather thong proclaims its wearer to be a cunning and sharp-eyed warrior able to surprise even the skilled and stealthy elves. The wearer of this fetish gains a +2 competence bonus on Perception checks. In addition, when the wearer of the fetish casts a spell with fear descriptor against a creature with the elf subtype, the caster level and DC to resist the spell increase by 1.CONSTRUCTION

Requirements Craft Wondrous Item, clairaudience, creator must be gnoll; Cost 2,500 gp

LION’S HEART FETISHAura faint abjuration; CL 1stSlot neck; Price 3,600 gp; Weight 1 lb.DESCRIPTION

This large desiccated lump of muscle earned in battle with the courageous lion protects its wearer from fear effects. The gnoll wearing this fetish gains a +3 morale bonus on all saves vs. fear. In addition, once per day, the wearer can roar as if he had the Fearful Howl feat. If he already has that feat, he gains a +5 bonus to the Intimidate check when using it. CONSTRUCTION

Requirements Craft Wondrous Item, remove fear, creator must be gnoll; Cost 1,800 gp

OWL FEATHER FETISHAura faint transmutation; CL 5thSlot neck; Price 7,000 gp; Weight —DESCRIPTION

This fetish made from the feathers of a giant owl proclaims its wearer to be a master of the shadowy dawn and dusk, prime hunting time in the Southlands and on the Rothenian Plains. The wearer of this fetish gains low-light vision. In addition, the wearer can communicate with owls and other night birds as per speak with animals.

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CONSTRUCTION

Requirements Craft Wondrous Item, beast shape I, speak with animals, creator must be gnoll; Cost 3,500 gp

SNAKE FANGS FETISHAura moderate abjuration; CL 5thSlot neck; Price 2,000 gp; Weight 1 lb.DESCRIPTION

This string of poisonous viper fangs shows that this gnoll warrior has defeated even the most venomous of creatures. Whenever the wearer of this fetish fails a saving throw vs. poison he is immediately entitled to a second attempt to make the save.CONSTRUCTION

Requirements Craft Wondrous Item, delay poison, creator must be gnoll; Cost 1,000 gp

TWO-FACED CLOAKAura faint illusion; CL 5thSlot shoulders; Price 1,000 gp; Weight 1 lb.This ragged leather cloak has the skin of a human face stitched onto the back of its hood. On command, once per day, the wearer’s appearance changes to that of a very attractive male or female human, whichever he chooses. The change lasts up to 8 hours.

The wearer can also change the sound of his voice, allowing him to speak or sing in a voice matching his illusory form.

Priests of the Cult of Nkishi use two-faced cloaks in religious rites that involve taking on a human appearance at the edge of a settlement with the intent of attracting and luring a human close enough for his fellow cultists. He waits nearby, planning to drag them down and devour them. The ritual ends when the band cackles their loudest for the other humans to hear before fleeing into the dusk, leaving a grisly tableau of blood and cracked bones behind.CONSTRUCTION

Requirements Craft Wondrous Item, major image; Cost 500 gp

gnoll sPellsGnolls are not known for their remarkable skill with magic, but they do have magic of their own. Much of it is predatory or helpful to slavers, but some of their secrets are more broadly useful to survival in the harshest regions of the Southlands.

BLOOD TRACKSchool divination; Level cleric/oracle 2, druid/shaman 2, ranger 1

Casting Time 1 standard actionComponents V, S, M Range TouchTarget one creature’s bloodDuration 24 hoursSaving Throw None; Spell Resistance yes

A gnoll that tastes the blood of another creature can track that creature’s location. For the next 24 hours, the caster gains a +20 bonus on Survival checks made to track the creature whose blood he has tasted. Gnoll rangers will often bite troublesome slaves or prisoners in anticipation that they may need to be tracked later. This spell is also prized by gnolls as it allows them to withdraw from unfavorable combats and then track adversaries until more favorable conditions can be engineered, such as waiting for reinforcements or attacking from ambush.

BURNING WINDSchool evocation; Level cleric/oracle 6, druid/shaman 6, ranger 4

Casting Time 1 standard actionComponents V, SRange Medium (100 ft. + 10 ft./per level)Target one creature/2 levels, no two of which can be more than 30 ft. apart

Duration 1 round/levelSaving Throw Fortitude half (see text); Spell Resistance yes

You summon a howling wind, driving the burning sands of the desert into the faces of your enemies. Targeted creatures suffer 5d4 damage per round, half of which is fire damage and are blinded for the duration of the wind unless they succeed on a Fortitude save. The burning wind does not set fire to combustibles or otherwise affect objects.

GREEDY JAWSSchool transmutation (polymorph); Level cleric/oracle 2, druid/shaman 2, ranger 2

Casting Time 1 standard actionComponents V, SRange personalTarget youDuration 1 min/levelSaving Throw none; Spell Resistance yes (harmless)

This spell lengthens and sharpens the caster’s teeth, and greatly extends his jaw to the accompaniment of a loud series of sickening cracks and pops. The caster gains a +2

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enhancement bonus to Strength and a bite attack but also finds speech difficult, suffering a 50% chance of failing to cast any spell with verbal components. It also provides a primary natural attack that deals 1d8 points of damage.

HYDRATESchool conjuration (creation); Level cleric/oracle 1, druid/shaman 1, ranger 1, summoner 1

Casting Time 1 standard actionComponents V, SRange touchTarget creature touchedDuration 24 hoursSaving Throw Fortitude negates (harmless);

Spell Resistance no

A creature affected by hydrate has no need for water and cannot suffer from natural dehydration or magical effects that cause damage from dehydration. In addition a creature affected may comfortably withstand hot environments suffering no adverse effects from heat up to 140 degrees Fahrenheit. Hydrate does not provide protection from magical fire or natural environmental hazards hotter than 140 degrees Fahrenheit, such as boiling water or lava.

HYDRATE, COMMUNALLevel cleric/oracle 2, druid/shaman 2, ranger 2, summoner 2

Target one creature/2 levels, no two of which can be more than 30 ft. apart

This spell functions like hydrate, except that it affects multiple creatures.

SAND TRAPSchool Transmutation; Level druid/shaman 1, ranger 1Casting Time 1 standard actionComponents V, S, DFRange medium (100 ft. + 10 ft./per level)Effect 30ft. radius of sandy groundDuration 1 min./levelSaving Throw Reflex partial; see text; Spell Resistance no

This spell causes the consistency of sand in a 30 ft. radius to change into quicksand. Creatures caught in the area of effect must attempt a save every round that they are in the area of affect. Those that fail their saving throw sink quickly up to their waist in the sucking sand.

Affected creatures cannot move, but they are not otherwise affected, can still use their arms, and are not considered helpless. Creatures in the area of effect that make their saving throw move slowly through the clinging sand and may move at half of their normal speed.

SLAVE’S STUPORSchool enchantment (charm) [mind-affecting];

Level cleric 2, druid 2, ranger 3Casting Time 1 standard actionComponents V, SRange close (25 ft. + 5 ft./per 2 levels)Targets one humanoid/3 levels, no two of which can be more than 30 ft. apart

Duration 1 hour/2 levelsSaving Throw Will negates; Spell Resistance yes

You place those affected in a trancelike state wherein they obey basic commands such as walk, follow, sit or stay to the best of their abilities. Those affected by this spell will not take obvious life-threatening actions such as walking off a cliff or into a fire. Attacking a humanoid affected by this spell or commanding them to undertake dangerous actions immediately ends the spell for that individual. Gnoll slavers often use this spell to end resistance and make captured humanoids easier to manage while being transported back to areas controlled by the tribe. The caster of this spell may only affect a total number of hit dice of creatures equal to or less than his caster level.

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