Ruins of Adventure
- Ability Score Adjustment: +1 Strength, -1 Intelligence, -1 Charisma
- Class Level Limits: See Racial Level Limits
- Multi-Class Options: Fighter + any one non-warrior
- Height (M/F): 84 in / 80 in +1d12
- Weight (M/F): 180 lbs / 160 lbs +4d10
- Starting: 7 +1d4 years
- Middle/Old/Venerable: 17 / 23 / 35
- Maximum: 35 +1d20 years
- Bonus Languages: Gnoll
- Recommended Languages: Chuklian, Daraktan, Troll, Bugbear, Jogishk
- Movement: 12
- Thief Skills:
- Pick Pockets: -5%
- Open Locks: -5%
- Find/Remove Traps: —
- Move Silently: —
- Hide in Shadows: +5%
- Detect Noise: +5%
- Climb Walls: —
- Read Languages: -5%
- Special Abilities:
- Gnolls gain hit dice by class and receive 2 bonus hit points at 1st level.
- Gnolls are large creatures and can carry 50% more than a human of similar strength.
- Gnolls, regardless of class, can use flindbars as weapons, and gain the flindbar as a free weapon proficiency. When wielding a flindbar, any successful hit requires an opponent to save vs. wands. A failed save means the opponent’s weapon is entangled and ripped from the opponent’s grasp.
- Gnolls receive a +2 bonus to their morale scores, including saves vs. magical fear effects.
- Special Restrictions:
- Gnolls take damage as Large creatures.
Background: Gnolls are large, evil, hyena-like humanoids that roam the land in loosely organized bands. They stand about 7½ feet tall. They are humanoid, but the fine details more closely resemble a hyena. The skin of a gnoll is greenish gray that gets darker near its muzzle. They have short manes of reddish gray to dull yellow hair.
Gnolls usually live beneath the ground or within abandoned ruins. Underground tribes operate mainly during the night. The strongest gnolls rule their brothers, using fear and intimidation to best advantage. Gnoll females fight as well as the males, though they rarely get to use the best armor and weapons available to the band.
Gnoll society uses slaves, and they often work with other humanoids, including orcs, bugbears, and trolls. This works best when the gnolls and their allies are of similar strength and numbers. If either gains an advantage, the other usually becomes food. To a gnoll, hunger comes before friendship or fear. They dislike goblins, kobolds, giants, humans, demihumans, and any type of manual labor.
If any type of gnoll is likely to become an adventurer, it is the flind. As they are already looked upon as heroes by their gnoll cousins, some flinds reject their evil natures to become heroes in the larger world. Flinds appear similar to gnolls, though they are shorter, broader, and more muscular than regular gnolls. Flinds are looked upon with awe by gnolls, revered as leaders and heroes by the hyena-like humanoids. Flind adventurers believe themselves to be very special. All of the reverence heaped upon them by the gnolls throughout their lives gives them a sense of worth not displayed often in humanoid cultures. They exhibit the same bestial urges as their gnoll cousins, but they can control them with less difficulty.