Wednesday, September 16, 2015

Southland: The Gnoll Hunting Grounds

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


The Gnoll Hunting Grounds
The most dangerous group of humanoids in the Outback are the anthropomorphic Dingo-men, or Gnolls.  Their hunting grounds are essentially all of the prairies in the Outback surrounding the desserts.  They are hunters, pure and simple.  Anything with meat on them that wanders into their territory gets killed and eaten.  They have no cities or towns, only making temporary camps in the wilderness.  The various Gnoll tribes nomadically make circuits around their marked territories.  Other humanoid tribes will avoid marked Gnoll territory. 

Unlike other Humanoids, the Gnolls are fearless, smart, and relentless.  Their packs swarm, encircle, wear down, then finally overwhelm their prey.  They will fully utilize the terrain to their advantage in an attack, harassing an opponent in skirmishes and psychological warfare, until they sense they can be overrun.  A favored tactic is to move the Outback road markers and lead caravans into ambushes.  (Another reason why having a Ranger is so valuable.)

Gnolls will typically harass an enemy first, not showing their true numbers.  They’ll snipe with arrows and send squads to pick off stragglers, rear guard, and scouts.  When they can maneuver an enemy into terrain where the Gnolls have an advantage and have thoroughly scouted them, they’ll attack en mass.  Howling first to demoralize and then sending a shower of arrows.  Screening warriors will move to the defender’s weakest point to deliver a lancer party, who will charge directly at it.  The warriors will follow into the gap with their Flind, who will immediately seek out the most dangerous defender for combat. 

They do not work with other Humanoid species, nor do they take slaves, except to hold them for later hunting and consumption.  They wipe out all other predators and intelligent creatures in their territory.  Any remaining animals are their personal game stock.  Gnolls are strict carnivores and actually on a bit pickier diet than other Humanoids.  They won’t eat each other or decayed flesh (it must be fresh).  They prefer nice fat herd animals as a staple.  Humans and other Humanoids are an exotic change of pace and satisfies their need to be challenged in a hunt.  They need to eat immediately after strenuous action, but can otherwise fast for up to a week between meals.  Gnolls can replicate once every two months.  New Gnolls mature quickly in about two weeks.

Gnoll Warrior
HD 2+2, Hp 11 (18 Sgt), AC 15 (Leather, Heavy Steel Shield)
Fort +4, Ref +0, Will +0
Melee: Battleaxe +3 to hit 1d8+2
Ranged: Longbow +3 to hit 1d8, L
Boomerang (for hunting) +3 to hit, DC 12 Fort Sv or KO 1 rd, S, returns to thrower on a miss
(Characters wanting to learn how to use one will need to see it used in action and then practice it themselves.  They will require a DC 12 Ref Sv to avoid potentially being knocked out on the return.  After making 3 such Ref saves, they will no longer need to make that save to use it.)
Track +5
Howl: 10 or more Gnolls howling for one rd, out of sight of their enemies, causes a DC 12 Will Sv.  Failing the save, enemies are panicked for 1 turn, they will not have the initiative in the encounter and will require a DC 18 Will Sv if the group leader is killed, or they will flee.

For creatures who are essentially fighting to hunt for their next meal (and they’re always hungry), Gnolls are amazingly disciplined.  Their tactics in battle are sound and well-practiced.  They are highly mobile in the field.  An armored Gnoll can run at 15 mph for four hours, though they’ll have to eat a large meal at the end of the march.

Warriors units can even still somewhat function without their leaders (though usually an organized retreat, instead of a rout).  Enemies who can withstand their psychological warfare and charges or use unorthodox tactics will generally cause them to withdraw and reconsider their plans, rather than simply doubling down on them (as other humanoids do).

Gnoll Lancer
HD 2+2, Hp 18, AC 11 (None)
Fort +4, Ref +0, Will +0
Melee: Spear +3 to hit 1d8+2
Charge: Causes Max dam + Stun 1 rd, breaks spear
(Backup weapon: Short Sword +3 to hit 1d6+2)
Ranged: Hurled Spear +3 to hit 1d8

Charging Howl: 10 or more Lancer Gnolls in a charge, requires the defenders to make a DC 18 Will Sv, or they will immediately flee.  (Highly disciplined defenders, DC 12.)

A lightly encumbered Gnoll can run at up to 30 mph (once per turn/encounter for 1 rd), which is means they can functionally make a charge as though they were on a horse.  Lancers are berserkers in combat, usually painted up in bright colors.  With a successful charge, they’ll draw their swords and backup the warriors, who should be following them.  On an unsuccessful charge, members will fling spears to cover their escape. 

Gnoll Chieftan (Flind)
HD 6+2, Hp 36, AC 15 (Leather, Heavy Steel Shield)
Fort +6, Ref +2, Will +2
Melee: Spiked Chain +8 to hit 2d4 + Disarm or Knock Down (Flind’s choice) on Natural hits, 10’ reach
Ranged: Longbow +8 to hit 1d8

Gnoll leaders are “born.”  Flinds are naturally larger and more intelligent than other Gnolls.  If they had thoughts beyond how to feed themselves and their pack, they might be smarter than the average human (one reason why the Ancients tried to exterminate them after creating them, they were too dangerous).  There can only be one Flind in a pack.  Others born into a pack will split the pack and divide their territory.  Leaderless Gnolls will offer themselves and their territory to the strongest nearby pack. 
    
It is the Flinds who keep the peace between the various packs, who would otherwise be at each other’s throats, as the other humanoids are.  They clearly mark their territories and don’t enter another’s without asking permission.  The Flinds pass information and tactical ideas amongst each other.  They will even form temporary alliances to attack major targets of opportunity.  Flinds are the Gnolls’ greatest asset, though potentially their biggest weak spot if eliminated.   

Dire Dingo
HD 2+4, Hp 13, AC 14 (Natural)
Fort +5, Ref +5, Will +2
Melee: Bite +3 to hit 1d6+3
Detection +4

Large wild dogs roam the Outback.  Usually even this Dire variety avoids contact with groups of Humanoids or humans, but packs would attack one or two individuals alone.   Gnolls have befriended them and use them to guard their camps.

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