FLIND – 5e stats

Medium humanoid (gnoll), chaotic evil

Armor Class 16 (chain mail)
Hit Points 127 (15d8 + 60)
Speed 30 ft.

Proficiency Bonus +4
Proficiency Bonus +6 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
20 (+5)10 (+0)19 (+4)11 (+0)13 (+1)12 (+1)

Saving Throws (suggested) Con +8, Wis +5
Saving Throws Con +8, Wis +5
Skills Intimidate +5, Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages Gnoll, Abyssal
Challenge 9 (5,000 XP)

Aura of Blood Thirst. If the flind isn’t incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the find.

ACTIONS

  • Multiattack. The flind makes three attacks: one with each of its different flail attacks or three with its longbow.
  • Flail of Madness. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.
  • Flail of Pain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) psychic damage.
  • Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.
  • Longbow. Ranged Weapon Attack: +4 to hit, range l 50/600 one target. Hit: 4 (1d8) piercing damage.

REACTIONS

  • Flail of Disarmament. When a creature within 5 feet of the flind makes an attack with a weapon, the flind can use its reaction to make a melee weapon attack with its flail of disarmament against the same target. If the attack hits, the target takes 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or drop the weapon it used to make the attack. The weapon lands in a space within 10 feet of the target, chosen by the flind.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A flind is a humanoid creature that resembles a gnoll, but is shorter, broader, and more intelligent. A flind has brown and red fur, a hyena-like head, and a long tail. A flind’s ears are more rounded than a gnoll’s, and its skull is less sloped. A flind stands about 7 feet tall and weighs about 300 to 350 pounds. A flind wears chain mail armor and wields a flail of disarmament, a flail of madness, or a flail of paralysis, which are weapons imbued with powerful magic by Yeenoghu, the demon lord of gnolls. A flind is a vicious and ruthless leader of a gnoll war band, using its superior strength and cunning to guide the gnolls toward weak prey ripe for slaughter. A flind has a special connection to Yeenoghu, and can use god-given omens and demonic insight to plan its attacks. A flind is also immune to the effects of the madness that afflicts most gnolls. A flind speaks Abyssal, Gnoll, and Common.

COMBAT

A flind is a formidable opponent in combat, using its different flails to inflict various effects on its enemies. A flind can make three attacks per round: one with each of its different flails or three with its longbow. A flail of disarmament can knock a weapon out of an enemy’s hand, a flail of madness can cause an enemy to act randomly, and a flail of paralysis can immobilize an enemy. A flind can also use its reaction to make an attack with its flail of disarmament against an enemy that attacks with a weapon within 5 feet of the flind. If the attack hits, the enemy must succeed on a Strength saving throw or drop the weapon it used to make the attack. The weapon lands in a space within 10 feet of the enemy, chosen by the flind.

A flind prefers to strike from ambush, using terrain and concealment to its best advantage. A flind is also adept at coordinating its war band, using intimidation and commands to keep the gnolls in line. A flind can grant any creature with the Rampage trait within 10 feet of it the ability to make a bite attack as a bonus action after reducing an enemy to 0 hit points or after scoring a critical hit. A flind is not afraid to fight to the death, but will retreat if it sees an opportunity to escape or regroup. A flind is resistant to psychic damage and immune to disease.

HABITAT / SOCIETY

A flind lives among gnolls, acting as their leader and master. A gnoll war band can have only one flind, and that creature sets the war band’s path. A flind is respected and feared by its lesser cousins, but there is no love or loyalty in the end for the superior breed. If a gnoll kills a flind, the gnoll is transformed into a new flind by Yeenoghu’s will. This ensures that there is always a strong leader for the gnolls, but also creates competition and conflict among them.

A flind follows Yeenoghu’s commands without question, seeking to spread chaos and destruction wherever it goes. A flind also worships Erythnul, the god of slaughter, who grants some of them clerical powers. A flind has no interest in civilization or culture, only in killing and devouring anything that crosses its path. A flind does not care about treasure or wealth, only about weapons and armor that can aid it in combat. A flind does not form lasting bonds with other creatures, except for its war band members, who are more like tools than allies. A flind does not reproduce sexually, but only through the transformation of gnolls who kill other flinds.

ECOLOGY

A flind is a carnivorous predator that feeds on any living creature it can catch and kill. A flind does not hunt for sport or pleasure, but for survival and obedience to Yeenoghu’s will. A flind does not waste any part of its prey, consuming flesh, bones, organs, and even blood. A flind does not need to drink water, as it gets enough moisture from its food. A flind does not sleep or rest, but remains alert and active at all times. A flind does not age or grow old, but only dies by violence or disease.

A flind is a menace to any ecosystem it enters, disrupting the natural balance and causing havoc and death. A flind does not care about the consequences of its actions, only about satisfying its hunger and bloodlust. A flind does not have any natural enemies, except for other flinds who compete for leadership and resources. A flind does not have any natural allies, except for other gnolls who follow its commands. A flind does not have any natural role or purpose, except for serving Yeenoghu’s plan of destruction.