Gnoll Carnage

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Gnoll Carnage token by [Max Hamm](https://www.patreon.com/cw/MaxHamm)

Gnoll Carnage

Level 2 Leader
Abyssal, Gnoll EV 16
  1. 1M Size
  2. 5 Speed
  3. 100 Stamina
  4. 1 Stability
  5. 5 Free Strike
Immunity โ€” Weakness โ€”
Movement โ€”
  1. Might

    3
  2. Agility

    3
  3. Reason

    0
  4. Intuition

    0
  5. Presence

    3
  1. Shrapnel Whip 2d10 + 3 Signature Ability

    Melee, Strike, Weapon Main Action
    o Melee 2 x Two creatures or objects
    ! 8 damage; A < 1 bleeding (save ends) @ 11 damage; A < 2 bleeding (save ends) # 14 damage; A < 3 bleeding and dazed (save ends)
    Effect:

    An ally targeted by this ability ignores the damage and can make a free strike.

  2. Carnage's Cackletongue 4 Malice

    Area Maneuver
    o 5 burst x Self and each ally in the area
    Effect:

    Each target deals an extra 3 damage with their next strike until the start of the carnage's next turn. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.

  3. Death Rampage

    Whenever a non-minion ally within 5 squares of the carnage is reduced to 0 Stamina, the carnage can move up to their speed, then can either make a melee free strike against two creatures or use Shrapnel Whip against one creature.

  4. Endless Hunger

    If the carnage is reduced to 0 Stamina while there are still gnolls on the encounter map, one gnoll on the map is transformed into a gnoll carnage, keeping their current Stamina.

  5. Call Up from The Abyss

    Magic, Ranged Villain Action 1
    o Ranged 10 x Special
    Effect:

    The carnage summons four abyssal hyenas into unoccupied spaces within distance.

  6. Edacity

    Area Villain Action 2
    o 10 burst x Self and three allies
    Effect:

    Each target moves up to their speed and can make a free strike. Any creature damaged by one of these free strikes who has M < 2 is knocked prone.

  7. Deepest Wounds

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

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

    ! The target can't regain Stamina until the end of the encounter @ The target can't regain Stamina (save ends) # No effect
    Effect:

    Until the end of the encounter, all gnolls have a double edge on power rolls that target a winded enemy.

  8. End Effect

    At the end of each of their turns, the carnage can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

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Gnolls Malice


  1. Iron Jaws 3 Malice

    1. Area, Ranged, Weapon Maneuver
      o 1 cube within 3
      x Special
    2. Effect:

      A gnoll acting this turn drops an iron-jawed snare into the area. The first time any enemy moves into the area, they make an Agility test. If they were unaware of the snare, the test takes a bane.

    3. ! 6 damage; bleeding (save ends) @ 4 damage; bleeding (EoT) # No effect
    4. Effect:

      While an enemy is bleeding this way, each gnoll in the encounter gains an edge on strikes made against them.

  2. Bloodpool 5 Malice

    1. One gnoll minion suddenly explodes into a pool of blood, splattering the area within 3 squares of them. Any gnoll who starts their turn in this area deals an extra 5 damage on their next strike before the end of their turn. Once per round, an abyssal hyena who starts their turn in the area turns into a gnoll marauder, keeping their current Stamina.

  3. Echoes of Laughter 7 Malice

    1. Until the end of the encounter, the encounter map is encased in a soundscape of laughter and howling. Each enemy takes a bane on the first power roll they make each round. Whenever a gnoll is killed, this effect is suppressed until the start of the next round.

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