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The Purifiers
September 05, 2015
In the Millennium of Purification, a group of Elves and Dwarves join forces to purge the world of the dark magicks they themselves once helped unleash. Is there a chance to make up for their sins of the past and restore order to the world? Find out in the serial fan fic: The Purifiers.
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September 05, 2015
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Gnoll
Creature of Magic
Gnolls are closely related to the element of earth. They're nocturnal predators who hunt at night or in underground caves. Their hides are like grassy knolls granting them near perfect camouflage while stalking prey, including humanoids. When hunting, a Gnoll will remain close to the ground letting them blend in with the grass around them, slowly inching closer until it's too late for their prey to run. Only a close observer may notice their red, beady-eyes watching.
They run, stalk, and generally move on all four legs, but can take a bipedal stance in combat allowing them to use their forelegs for powerful claw attacks. Most people mistake them as mindless animals. However, they're capable of speech and some are quite intelligent. While standing on two-legs they can even manipulate simple tools and weapons like a club or hammer (but not a bow and arrow), though they much prefer to rely on their natural abilities.
The word Gnoll comes from an ancient Dwarven dialect and loosely translates into "Plant Wolf." Though the Dwarves used 'wolf' to describe them, Gnolls have features that more closely resemble hyenas. This name is likely a result of the Dwarves who first encountered them having never seen a hyena before, and were only familiar with the indigenous wolves of the area. Later, the name of these creatures served as the basis for the human word 'knoll.'
Gnoll
Alignments: 50% Anarchist, 30% Miscreant, 10% Diabolic, and 10% Aberrant.
Attributes: I.Q. 2D6, M.E. 2D6, M.A. 4D6, P.S. 4D6, P.P. 3D6, P.E. 3D6, P.B. 2D6, Spd. 1D4 when standing on two legs, x10 when on all fours.
Natural A.R.: 10.
Hit Points: P.E. attribute number +20.
S.D.C.: 1D4x10+30.
M.D.C.: Becomes a Mega-Damage being on Rifts Earth; 1D6x10+60. Note: This replaces Hit Points, S.D.C., and Natural A.R.
Horror Factor: 10.
P.P.E.: 2D4x10+10.
Physical Appearance: Similar in appearance to a large hyena, but with what look like grass for fur and dirt for skin. Some say their most distinguishing feature is their eyes, for it is their searing red that haunts the nightmares of victims fortunate enough to escape a Gnoll attack.
Size: Approximately 4 feet (1.2 m) tall when on all four paws, and about 7 feet (2.1 m) when standing on two legs.
Weight: Average around 250 pounds (113 kg).
Average Life Span: Effectively immortal, but their aggressive hunting habits often end in death within a few decades. The oldest should be the most feared, for they tend to be the wisest and most cunning.
Natural Abilities: Understands Faerie Speak and Gobblely at 80% (but only speaks Gobblely at 60%, and is either unable or unwilling to speak in Faerie), Nightvision (can also See in Total Darkness, but their eyes literally glow red when used in this way) 100 feet (30.5 m), prowl 65%, track by scent 70%, climb 60%, can leap 4 feet (1.2 m) high and 10 feet (3 m) long.
Chameleon: While within any grassy area, a Gnoll can blend-in with the natural surroundings equal to the Chameleon spell (page 227, Palladium Fantasy RPG 2nd Ed.). This spell costs no P.P.E. and lasts indefinitely. If there's no grass, or only grass in small sporadic patches, this ability does not work.
Grow Plants: The very presence of a Gnoll helps the fertility of soil and doubles the natural growth rate of nearby plants. As a natural and instinctive ability, it cannot be turned off and is constantly active. Wherever a Gnoll travels, it helps bring plant life with it. This means within its territory (10-20 square miles/16-32 km) there's a plethora of green grass for it to hide. Farmers often view the presence of a Gnoll as a good omen at first, but its bloodthirsty instincts soon only bring death and grief.
When a Gnoll is killed, the magic is terminated and all plant life (including trees) within a 100 foot (30.5 radius) of where the body falls withers away, shriveling up and dying within a few minutes. The area remains a barren dead zone where no life will grow for at least 1D4 years. This can be so devastating to a farm that it might not last until the damage can be recovered. Some Gnolls have been known to blackmail local farmers into providing sacrifices, such as livestock, to prevent this from happening. However, the greedy nature and hunter instincts of even the smartest Gnolls tend to get the best of them before long.
Travel Through Earth and Stone: Gnolls can travel through earth as easily as an open field (full speed), and through stone at half speed. This allows them to easily enter and exit caves. Some secret dwellings may not even have any natural entrance, making it crucial for any would-be adventurers to slay the beast before it can escape to an inaccessible den to recover. P.P.E. Cost: 15. Duration: 10 minutes.
Attacks Per Melee: Five.
Bonuses: +3 on initiative, +5 to strike, +2 to parry (if standing on two legs), +4 to dodge (if standing on four legs), +3 to roll with impact/punch/fall, +6 to save vs. horror factor, and +2 on all saving throws.
Damage: Bite inflicts 2D4+2 damage. When making a Sneak Attack (a successful prowl; no initiative roll for the first melee round), the Gnoll can make a pouncing bite attack, locking their jaws around the victim with a 01-60% chance of knocking human-sized prey off their feet (victim loses initiative, one attack per melee, and suffers 1D4 damage from the fall and impact). While an opponent is pinned, the Gnoll can continue to shred with its fangs or claw the victim for 2D6 damage. While standing on two legs, their claw attacks are far more dangerous inflicting 2D6+10! In this stance, they're also capable of performing power punches (double damage!). Note: On Rifts Earth, these Creatures of Magic gain Supernatural Strength. Bite inflicts 1D8 M.D. A standing claw attack inflict punch damage from Supernatural P.S. plus 2D6. Power Punches inflict double punch damage (do not double "claw" damage as it is not a "punch").
Magical Spells: See Natural Abilities.
Psionics: None.
Allies: Most are solitary predators who view even other Gnolls as rivals. They only come together for mating and raising young. If the two territories are near each other, whichever territory is considered the prime hunting grounds between the two will be used for the family. Should two Gnolls ever be encountered at the same time, 1D4 young likely also lurk nearby waiting to pounce (half all stats for young as they're underdeveloped physically and still training). Once the young are mature enough to be considered adults (full stats), the entire family will go their separate ways. Whichever parent is more dominant (typically the male) will remain in the territory (regardless of who's it was initially) while the others must find new hunting grounds to claim.
Enemies: All other flesh and blood creatures are potential food. However, most Gnolls are smart enough to realize obvious threats they're not capable of defeating alone (Giants and Dragons, for example). They will only attack larger prey if cornered, starving, or the strangers threaten the Gnoll's territory.
