Gnolls have slaughtered their way to gaming infamy, and they are a favorite of gamemasters (GMs) and players alike. This article can be used by GMs to round out this age-old monster, or players can use it to create new characters. The following gnoll variant is formatted for AGE—though you can convert the material to your preferred system easily enough—and is specific to the Midgard campaign world.
Gnoll Cultist
Gnoll cultists have little patience for rituals, viewing torture and slaughter as ritual enough. Often, their devotion belongs to their assumed creator, the demon Mordiggian (also known as Vardesain), patron god of the ghouls. Other cultists revere Anu-Akma, Aten, Bastet, Horus, Ninkash, and Thoth-Hermes, and they seek out converts, prey, and slaves. Cultists wear symbols of piety, such as the eye of Mordiggian, the sistrum of Bastet, or the wedjat eye of Horus, and they use appropriate weapons, such as the flail for followers of Mordiggian and daggers for others, with many of the cult’s warriors having affinities for axes.
Playing a Gnoll Cultist
If you choose to play a gnoll Cultist, modify your character as follows:
- Add 1 to your Cunning. Cultists are intelligent and knowledgeable by gnoll standards.
- Choose your deity.
- Pick one of the following focuses: Cunning (Arcane Lore) or Cunning (Healing).
- You can speak Infernal.
- Choose a class. You can play either a mage or warrior.
Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.
GNOLL CULTIST
2d6 Roll | Benefit for Mage | Benefit for Warrior |
2 | +1 Magic | +1 Strength |
3–4 | Focus: Magic (Creation) | Focus: Strength (Axes) |
5 | Focus: Magic (Entropy) | Focus: Strength (Intimidation) |
6 | Focus: Magic (Primal) | Focus: Strength (Might) |
7–8 | +1 Cunning | +1 Dexterity |
9 | Focus: Willpower (Faith) | Focus: Dexterity (Stealth) |
10–11 | Focus: Willpower (Self-Discipline) | Focus: Dexterity (Initiative) |
12 | Weapon Group: Light Blades | Weapon Group: Axes |
Gnoll Guardian
Interbreeding with hyenas, gnoll guardians have a frightening cackle and are stronger than most gnolls. Concentrated at the Step Pyramids of Faizal, guardians also engage in adventure and expeditions. Such adventures are usually goal-driven, such as for banishment of a particular enemy or retrieval of a coveted artifact. In the service of the priests of Anu-Akma, these gnolls ferociously protect them and the holy sites, and, when off-duty, like to drink. Due to this pastime, guardians are often found in the company of dwarves, with many developing shared deep loyalties with the little ones. Guardians have an affinity for grenades (acid flasks) and two-handed swords.
Playing a Gnoll Guardian
If you choose to play a gnoll guardian, modify your character as follows:
- Add 1 to your Strength. Guardians are brutes, even by gnoll standards.
- Pick one of the following focuses: Constitution (Drinking) or Strength (Intimidation).
- You can speak Dwarvish.
- Choose a class. You can play either a warrior or a rogue.
Roll twice on the accompanying table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.
GNOLL GUARDIAN
2d6 Roll | Benefit |
2 | +1 Dexterity |
3–4 | Focus: Strength (Jumping) |
5 | Focus: Strength (Might) |
6 | Focus: Dexterity (Grenades) |
7–8 | +1 Willpower |
9 | Focus: Willpower (Morale) |
10–11 | Focus: Strength (Heavy Blades) |
12 | Focus: Dexterity (Traps) |