Gnoll (Almish)

Mightiest of the beast-kin, the former rulers of Alm

Almish Gnoll Heritage Traits

Game rules for the Almish gnoll are identical to the gnoll race detailed in the D&D 4e official rulebooks, except as noted below.

Ability Scores: +2 Dexterity, +2 Constitution or Strength

Languages: Bestial and Common

Primal Beast: Your ancestors were amongst the many beast-kin who once ruled Alm. You are considered both a beast and a humanoid for the purpose of effects that relate to creature type. For the purpose of effects relating to beast form, you are considered to always be in beast form.

Pack Tactics: You gain a +2 heritage bonus to damage rolls against enemies that are adjacent to two or more of your allies. This replaces the Pack Attack feature.

Bestial Might: You gain your choice of either the bestial charge or bestial surge power. This choice replaces the ferocious charge power.

Bestial ChargeGnoll Heritage Power
You lunge toward the enemy with all of your considerable might.
Encounter
Standard Action Personal
Effect: You charge and deal an extra 1[W] on a successful attack. If you are bloodied, double the extra damage and gain an equal number of temporary hit points.
Bestial SurgeGnoll Heritage Power
You are revitalised by the scent of impending victory.
Encounter
Free Action Personal
Trigger: You bloody an enemy or reduce an enemy to 0 hit points.
Effect: Spend a healing surge. If the amount healed would exceed your maximum hit points, you gain temporary hit points equal to the excess.

In Alm’s distant past, the lands were shared by countless beast-kin tribes of all types. The most powerful of these were the gnolls, whose strength and numbers allowed them to dominate less powerful folk for millennia. Arrayed in matriarchal clans from one side of Alm to the other, these brutal warlords lost their absolute dominance only after the Calans came to power. Even after centuries of war between the two empires, it took the mythic hero Brayden Bloodmane—and the combined might of the bannyri clans—to finally break the gnolls.

Though the pride of conquerors still burns in them, the gnolls are now an empire in decline. The territory of Beasthome is their final stronghold, the only land where they still enjoy complete dominance. Increasingly, their leaders are beginning to understand that if they are to have any place in their changing world, they must begin to form relationships with other cultures.

As it stands, most gnolls are still hostile toward other races. Outsiders are no longer treated as prey, but they are still foes in a war that is ultimately unresolved. The typical gnoll still lives fast, bleeds often, and dies surrounded by their enemies.

Any active advocate for peace can expect to be cast out of their clan, most likely to face a future of scorn and fear. These few often become adventurers—hard-bitten survivors, seeking to rise above their totalitarian history. Many remain outcast to the end, but others make genuine efforts to repair past ills, laying the trail for slow but inevitable progress.

Almish gnolls are perceived as… Savage, proud, unforgiving, warlike, decisive, spiritualistic, domineering, capable, standoffish.

Names: Blackheart, Bladeclaw, Bloodburn, Bonesaw, Deadscar, Denward, Godhand, Longtooth, Redfang, Stonefist, Warcry.

Gnollish names are given in bestial, largely unpronounceable to foreigners. However, to make their achievements known to their enemies, most translate their names into common as well.

Significant Revisions

1.0—Legacy version
  • 17 years ago Update Original version published for D&D 3.5e
2.0—Initial 4e version
  • 13 years ago Update Game mechanics overhauled for 4e. First 4e version published to gamebrief.wikidot.com
  • 7 years ago Update Published to original Skies of Escarnum website.
2.1—Current 4e version
  • 5 years ago Update Moved to current Skies of Escarnum website. Various language changes; no significant rules changes
  • 3 years ago Update Added "primal beast" trait
  • 1 year ago Add Added "pack tactics" to replace "pack attack"
  • 1 year ago Add Added "bestial charge" to replace the "ferocious charge" power
  • 1 year ago Add Added "bestial surge" as an alternate power choice.