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Achaeology Major: Ancient Lessons.

(Range 8) Once per Round when an ally makes a roll, you can choose to increase its Primary die by one face.

Astral Sea Pirate: Hive Mind.

Does not flee and fights to the death. If an individual shows any sign of cowardice, they are exterminated.

Bloodmaw Clan Gnolls: Blood Frenzy.

On damage: Their next Primary die is raised by 1 face.

Bonemarch Clan Gnolls: Death's Hold (1 use).

On death: summon 1 Witherling minion (size: d10, Necrotic damage, Unliving, Undying) from the corpse.

Cavehaunt Clan Gnolls: The Shadowed Dark.

Invisible while in shadow or darkness.

Cleansing Rebirth: Cycle of Life.

When a Creature dies or gains the Dying condition within Range 6, they gain Warded. +5 to Armor (damage ends). Does not stack.

Crew of the Excelsius: Steal the Spotlight.

When a crew member of the Excelsius misses an attack, the next member's attack gains Advantage.

Death Knights: Dread of Death.

WIL save instead of rolling for Initiative against Death Knights.

Death-Howl Clan Gnolls: Unsettling Cackle.

On damage: Frightened 1 round.

Descendant of Varis: Roguish Echo.

Rolls WIL saves with Advantage (WIL+)

Ebb and Flow: Cosmic Balance.

Whenever a 1 or a Crit is rolled on a Primary die within Range 6, their next roll is the opposite.

Everwatch Clan Gnolls: Sightless Gaze.

Can see through any attempt to alter or obscure visual perception. However, they can't see anything beyond Range 16.

Farseeing Eye: Waking Dream.

A Creature must make a WIL save in order to target them, using the DC in their other abilities.

Flameblaze Clan Gnolls: Desert Fire.

Resistant to Fire and attacks deal Fire damage.

Full Moon: Combat Form.

While in Beast form, they are Warded. +5 to Armor. Does not stack.

Gnolls: Bloodthirsty.

Advantage VS damaged creatures.

Guiding Hand: Superior Summons.

Minions summoned by them take no damage the first time they're hit.

Harpy: Hypnotic Screech.

At the top of each Round, all enemy creatures within hearing of their "song" must make a WIL save (DC 10 plus the number of remaining Harpies in the encounter) or have to spend 1 Action on their next turn to Move up to their Speed toward the nearest Harpy, oblivious to danger.

Hillravager Clan Gnolls: Land Magic.

Attack damage type changes based on the current season:

  • Winter. Cold
  • Spring. Lightning
  • Summer. Fire
  • Autumn. Poison
Martial Artist: Nimble and Quick.

Attacks have Disadvantage against them and they can make one bonus Unarmed Strike per Turn.

Mother's Bounty: Harmonic Convergence.

Distance measurements are doubled when doubles (or more) are rolled, and they can choose a different target instead.

KorzanLvl 17
180
KaleishaLvl 17
180
RauvisLvl 17
180
FenneirosLvl 17
180
North Star: Weal or Woe.

Once per Round when a Primary die is rolled, you can adjust the result by 1 face. If it is odd, the Primary die is raised, but if it is even, it is lowered.

Rabidclaw Clan Gnolls: Rabid Strikes.

Advantage 2 vs damaged Creatures. Enemies have Advantage against them in return.

Redbrand Fellowhood: Fellowhood Comradery.

Advantage on saves while within Reach 6 of an ally with Fellowhood Comradery.

BLvl 9
85
65
Renewing Death: Spore Armor.

When an enemy Creature enters on its Turn, or starts its Turn, within Reach 3, they take 1 die of Poison damage (can't miss or crit).

When a Creature dies within Spore Armor's area, summon one Undead minion (size: d6) from it.

Sandlurker Clan Gnolls: Desert Resilience.

Warded while Bloodied. Warded. +5 to Armor. Does not stack.

Severedchain Clan Gnolls: Awakened Solidarity.

Has Advantage on saves while within 4 spaces of another Severedchain Gnoll.

VahaziLvl 5
55
Stalwart Ancient: Titan Form.

While in Titan Form, their size is increased by 1 additional stage and they are Warded. +5 to Armor. Does not stack.

The Undershadow: Deep Shadows.

Can Hide for free at the end of their Turn while in shadow (Spot DC13).

Tombcurse Clan Gnolls: Unliving, Undying (1 use).

On death: reset to 1 HP.

Trailhunter Clan Gnolls: Battle Ready.

Crits on 9 or 10.

Vai'Elzannar: Disintegrating Armor.

On death, if the armor is touched, it disintegrates both itself and the wearer. If a Creature caused this, they must make a DC15 DEX save or take 4d10 Necrotic damage.