Gnoll, Fiendish Cleric of Yeenoghu (CR 4)

Medium Humanoid
Alignment: Chaotic Evil
Initiative: 4(+0 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +8, and Spot +8
Languages: Gnoll


AC: 21 (+0 Dex, +1 natural, +8 armor, +2 shield), touch 10, flat-footed 21
Hit Dice: 5d8+19 (41 hp)
Fort +10, Ref +2, Will +7
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: Melee mwk flail +8 (1d8+3)
Damage:
Special Attacks: rebuke undead 1/day (-2, 2d6+1, 3rd); spontaneous casting (inflict spells)
Attack Options: smite good 1/day (+5 damage)
Abilities: Str 17, Dex 10, Con 16, Int 10, Wis 16, Cha 6
Special Abilities: Cleric Spells Prepared (CL 3rd): 2nd - cure moderate wounds, bears endurance, spiritual weaponD (+6 melee, 1d8+1)
1st - bane (DC 14), cause fear (DC 14), cure light wounds, magic weaponD
0 - cure minor wounds (2), detect magic, touch of fatigue (+6 melee touch, DC 13)
D: Domain spell. Deity: Yeenoghu. Domains: Evil, War
Special Qualities:
Feats: Combat Casting, Improved Initiative, Martial Weapon Proficiency (flail), Weapon Focus (flail)
Skills: Concentration +7, Knowledge (religion) +2, Listen +8, and Spot +8
Advancement: by character class
Climate/Terrain: warm plains, lightly wooded hills bordering grasslands
Organization: Solitary, pair, gang (2-5), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), or tribe (22-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 6-10 dire lions; underground lairs also have 1-3 trolls)
Treasure/Possessions: combat gear (potion of barkskin (+2), 2 scrolls of cure light wounds, scroll of shield of faith) plus full plate, heavy steel shield, masterwork flail, cloak of resistance +7

Source: Monster Manual IV

This hyena-headed being has darker fur than others of her kind, and her eyes smolder like red coals. She barks an order and begins to cast a spell.

Female fiendish gnoll cleric 3

Although some gnolls worship Erythnul, most tribes pay homage to Yeenoghu, the Demon Prince of Gnolls. As a demon lord, Yeenoghu lacks the power of a true deity, but he "blesses" his worshipers with visitations by demons that communicate his desires. These demons often breed with the gnolls, producing half-fiends that then foster bloodlines of fiendish gnolls. Half-fiend gnolls usually become leaders of their tribes, and their fiendish gnoll offspring serve beneath them as lieutenants. Many half-fiends demand that their children become clerics of Yeenoghu to repay the Demon Prince and give them access to healing magic.

Fiendish gnoll clerics of Yeenoghu serve as advisors and bodyguards to a tribe's leader rather than as spiritual leaders. The awe gnolls feel for Yeenoghu extends to only those servants who show themselves to be strong enough to lead.

Most fiendish clerics of Yeenoghu choose Evil, Destruction, or War as domains. Typically subservient to a tribe's half-fiend, these clerics save their spells to preserve themselves and their leader.

The fiendish gnoll cleric presented here had the following ability scores before racial adjustments and Hit Dice ability score increases: Str 13, Dex 10, Con 14, Int 12, Wis 15, Cha 8.

Strategies and Tactics

Fiendish gnoll clerics have as much authority as the leader of the tribe grants them at any given moment. When in command of other gnolls, they can be ruthless masters, but if lacking such authority, they tend to keep to themselves. Fiendish gnoll clerics never leave their leader's side unless commanded, relishing the privileges they are granted as advisors and fearing the leader's wrath should they not be present when desired.

In combat, a fiendish gnoll cleric relies on others to occupy foes while she casts spells. Once she has girded herself with magic, the cleric enters melee to attack with her flail and inflict spells. She saves her healing magic for herself and her leader, and she uses touch of fatigue on a foe already affected by bane or cause fear.

Also see Gnoll