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Gnoll Carnage
Abyssal, Gnoll - Level 2 Leader EV 16
1M
Size
5
Speed
100
Stamina
1
Stability
5
Free Strike
-
Immunity
-
Movement
- -
With Captain
-
Weaknesses
+3
Might
+3
Agility
0
Reason
0
Intuition
+3
Presence

🗡 Shrapnel Whip (Signature Ability)

Melee, Strike, Weapon Main action
📏 Melee 2 🎯 Two creatures or objects

Power Roll + 3:

  • ≤11: 8 damage; A < 1 bleeding (save ends)
  • 12-16: 11 damage; A < 2 bleeding (save ends)
  • 17+: 14 damage; A < 3 bleeding and dazed (save ends)

Effect: An ally by this ability ignores the damage and can make a free strike.

❇️ Carnage's Cackletongue (4 Malice)

Area Maneuver
📏 5 burst 🎯 Self and each ally in the area

Effect: Each target deals an extra 3 damage with their next strike until the start of the carnage's next turn. If any target hasn't used their own Cackletongue maneuver on this turn, they can use it immediately at no cost.

⭐️ Death Rampage

Whenever a non-minion ally within 5 squares of the carnage is reduced to 0 Stamina, the carnage can move up to their speed, then can either make a melee free strike against two creatures or use Shrapnel Whip against one creature.

⭐️ End Effec

At the end of each of their turns, the carnage can take 5 damage to end one effect on them that can be ended by a saving throw. This damage can't be reduced in any way.

⭐️ Endless Hunger

If the carnage is reduced to 0 Stamina while there are still gnolls on the encounter map, one gnoll on the map is transformed into a gnoll carnage, keeping their current Stamina.

☠️ Call Up From the Abyss (Villain Action 1)

Magic, Ranged -
📏 Ranged 10 🎯 Special

Effect: The carnage summons four abyssal hyenas into unoccupied spaces within distance.

☠️ Edacity (Villain Action 2)

Area -
📏 10 burst 🎯 Self and three allies

Effect: Each target moves up to their speed and can make a free strike. Any creature damaged by one of these free strikes who has M < 2 is knocked prone.

☠️ Deepest Wounds (Villain Action 3)

Area, Magic -
📏 5 burst 🎯 Each winded enemy in the area

Effect: The carnage's eyes and all exposed blood within distance glow bright red. Each target makes a Presence test.

  • ≤11: The target can't regain Stamina until the end of the encounter.
  • 12-16: The target can't regain Stamina (save ends).
  • 17+: No effect

Effect: Until the end of the encounter, all gnolls have a double edge on power rolls that target a winded enemy.