Volo's Guide to Monster
Gnoll Flesh Gnawer CR: 1
Medium humanoid (gnoll), chaotic evil
Armor Class: 14 (studded leather armor)
Hit Points: 22 4d8+4
Speed:
30 ft
Saving Throws: DEX +4
Senses: darkvision 60 ft., passive Perception 10
Languages: Gnoll
Challenge Rating: 1
( 200 XP)
Proficiency Bonus: +3
Actions
Multiattack. The gnoll makes three attacks: one with its bite
and two with its shortsword.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 ( 1d4+2 ) piercing damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 ( 1d6+2 ) piercing damage.
Sudden Rush. Until the end of the turn, the gnoll's speed increases
by 60 feet and it doesn't provoke opportunity attacks.
Bonus Actions
Rampage (1/Day). Immediately after dealing damage to a creature that is
already Bloodied, the gnoll moves up to half its Speed, and it makes one
Bite attack.
If any group of gnolls could be said to be more feral than
the others, that distinction would go to the flesh gnawers.
These gnolls eschew the use of ranged weapons in
favor of short blades that they wield with speed and efficiency.
In the thick of a fight, they are capable of dashing
across the field, slashing and snarling as they run down
stragglers and finish off wounded foes.