Medium Humanoid (Gnoll)
Hit Dice: 2d8+4 (13 hp)
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 Dex, +2 natural, +3 studded leather, +2 heavy steel shield), touch 11, flat-footed 17
Base Attack/Grapple: +1/+4
Attack: Flindbar +5 melee (2d4+3/19-20)
Full Attack: Flindbar +5 melee (2d4+3/19-20)
Space/Reach: 5 ft. /5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +1, Will +0
Abilities: Str 17, Dex 12, Con 15, Int 10, Wis 11, Cha 10
Skills: Listen +5, Spot +5
Feats: Weapon Focus (flindbar)
Environment: Warm plains
Organization: Solitary, pair, hunting party (1 plus 1-4 gnolls and 1-2 hyenas), or band (1-10 plus 10-100 gnolls plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level (25% gnoll) and 5-8 hyenas), or tribe (2-20 plus 20-200 gnolls plus 50% noncombatants plus 1 3rd-level sergeant (75% gnoll) per 20 adults, 1 or 2 lieutenants of 4th or 5th level (50% gnoll) and 1 leader of 6th-8th level (25% gnoll) and 7-12 hyenas)
Challenge Rating: 2
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2
This humanoid is slightly larger than a human and a little broader. It has short, dirty, brown and red fur covering its hyenalike head.
These powerful and merciless relatives of the gnolls are often found in gnoll bands as leaders or elite hunters. While gnolls admire and respect them, flinds have no great love for their lesser cousins.
A flind appears much like a gnoll, though it is a little shorter and broader. It stands roughly 7 feet tall and weighs 300 to 350 pounds. A flind's forehead does not slope back as far, and its ears are more rounded than those of an ordinary gnoll.
Flinds speak Gnoll and Common.
The merciless flinds are clever tacticians, preferring to use surprise, terrain, and superior numbers to their advantage. When commanding gnoll hunting parties, they have no qualms about sacrificing their cousins for personal gain.
Flindbar: A flindbar resembles a pair of chain-linked iron bars, not unlike a flail. This one-handed exotic weapon costs 30 gp, deals 2d4 points of bludgeoning damage, has a threat range of 19-20, deals double damage on a critical hit, and weighs 2 pounds. Flinds treat a flindbar as a martial weapon instead of an exotic weapon.
The wielder of a flindbar gains a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). If a proficient wielder threatens a critical hit, he can make a free disarm attempt against that opponent before confirming the critical hit (this disarm attempt doesn't provoke attacks of opportunity).
Skills: A flind has a +2 racial bonus on Charisma-based checks made to influence gnolls.
Flinds as Characters
Flind leaders are usually rangers or blackguards. Flind clerics typically worship Erythnul, deity of slaughter.
Flind characters possess the following racial traits.
-- +6 Strength, +2 Dexterity, +4 Constitution.
--A flind's base land speed is 30 feet.
--Darkvision out to 60 feet.
--Racial Hit Dice: A flind begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
--Racial Skills: A flind's humanoid levels give it skill points equal to 5 (2 + Int modifier, minimum 1). Its class skills are Listen and Spot. Flinds gain a +2 racial bonus on Charisma-based checks made to influence gnolls.
--Racial Feats: A flind's humanoid levels give it one feat.
--Weapon Familiarity: Flinds treat flindbars as martial weapons rather than exotic weapons.
-- +2 natural armor bonus.
--Automatic Languages: Common, Gnoll. Bonus Languages: Draconic, Elven, Goblin, Orc.
--Favored Class: Ranger.
--Level adjustment +2.