XP 1,200 Usually CE Large Humanoid (gnoll) Init +2; Senses Darkvision 60 ft., Deathwatch, scent; Perception +4
DEFENSE
AC 17, touch 11, flat-footed
17 (+2 insight, +6 natural, -1 size)
OFFENSE
Speed 40 ft. TACTICS
During Combat Although relatively unintelligent, an unchosen can still use rudimentary tactics— they’re smarter than animals, if only barely. They combine ferocious pack-hunting techniques (in which multiple unchosen focus their attacks on one creature) with cruelty—they enjoy attacking helpless or smaller foes not because of the increased chance at success, but because they enjoy the sound of fear and panic such victims often reward them with. If an unchosen hits its foe, it generally uses power attack on all rounds to follow. Morale An unchosen typically fights to the death.
STATISTICS
Str 23, Dex
10, Con
19, Int
4, Wis
10, Cha
8
SPECIAL ABILITIES
Deathwatch (Ex)The tampering with the unchosen’s brain has granted the creature the ability to “scent life.” As long as targets are in range of the unchosen’s scent ability, it instantly knows whether each creature in the area is dead, fragile (alive and wounded with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), Undead, or neither alive nor dead (such as a construct). Ferocity (Ex)An unchosen becomes enraged if mortally wounded. It continues to fight without penalty even while disabled or dying, and as long as it has less than 0 hit points, it gains a +2 bonus on attack rolls and all weapon damage rolls. Foresighted (Su)An unchosen’s trepanation has partially unlocked an almost psychic ability to sense peril. It gains a +2 insight bonus on Initiative checks and to its armor class. |