Favored Regions: Galt, Katapesh, Kyonin, Osirion, Rahadoum, Razmiran, the River Kingdoms, Thuvia, Varisia

Favored Religions: Lamashtu, Erastil, Gorum

Female Names: Arryn, Eraru, Grya, Marora, Ranrae, Roua, Uraha, Ynarrah, Yrgna
Male Names: Arrl, Ausk, Grar, Harak, Hyrn, Marg, Raal, Rik, Yrr

Appearance: Gnolls resemble large, bipedal hyenas. Both sexes are covered in shaggy, spotted brown fur and have a ridge of longer fur from the back of their head to their shoulders. Gnolls have short, stubby tails and paw-like but functional hands. They stand seven to seven and a half feet high and weigh between 280 and 350 pounds. While males are, on average, slightly smaller than females, the two sexes are virtually indistinguishable to non-gnolls.


Gnolls are a fierce, tribal people, usually found lurking at the outskirts of other societies. They are viewed with suspicion by other races, given their well-earned reputation as raiders and slavers.

Gnoll society is based around a matriarchal pack. The pack usually contains 12-40 individuals, but prosperous packs with strong leaders can reach as large as 200. A pack is led by the oldest female, who is usually the mother of most of the females in the pack. Female gnolls can remain in their pack for life, although particularly ambitious females may leave their birth pack to begin their own pack instead of waiting for the current matriarch to die and pass on the role. Male gnolls, however, never remain in their birth pack. A male is kicked out at adolescence to seek a new pack, a process that can take months of following and providing offerings to the pack they want to join.

Gnolls respect and defer to any female gnoll older than they are, and males defer even to younger female gnolls. In contrast, gnolls see themselves as superior to all members of other races, who they see as soft and weak. Because of this, they have no problems stealing from or even enslaving other races, although they would never consider stealing from or enslaving their fellow gnolls. Understandably, this can cause conflicts between gnolls and other races.


  • +2 Strength, +2 Constitution, −2 Charisma: Gnolls are strong and tough fighters, but rarely have time for social niceties.
  • Medium: Gnolls have no size bonuses or penalties.
  • Base land speed: 40 feet
  • Low-light vision: Gnolls can see twice as far as hu-mans in dim light.
  • Scent: Gnolls have keen noses. A gnoll can smell creatures and things within 30 feet (60 feet upwind, 15 feet downwind) and identify familiar odors as easily as familiar sights. A strong scent doubles this range, and overpowering scents triple it. This ability only notes the presence of a creature or scent. As a move action, a gnoll can determine the direction of the scent. Once a gnoll is within five feet of the source of the scent, it can pinpoint the source. A gnoll can use the Survival skill to track by scent (base DC 10+2/hour since the trail was cold; ignores surface conditions and visibility, but water ruins the trail). A powerful, irrelevant odor prevents the gnoll from detecting or identifying creatures and raises the base DC to track by scent from 10 to 20.
  • Natural armor: A gnoll’s thick fur grants +1 natural armor.
  • Bite: Gnolls have a natural bite, dealing 1d3 points of damage. This counts as a primary attack if used alone, or a secondary attack if used alongside a manufactured weapon.
  • Languages: Gnolls begin play speaking Common and Gnoll. A gnoll with a high Intelligence can choose from the following bonus languages: Giant, Goblin, Orc, Sylvan, and the languages of the human races common to the land the gnoll grew up in.
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