Medium Lesser Gnoll, Chef (Guild Artisan), Chaotic Good
7'1 Gnoll man (38 years old looks 53), wearing studded leather armour. Wields two scimitars and a heavy crossbow.
Works as the head chef of Vor Austrat and lives in the Usothrith House with Raggog The Ancient, Zaalea Skyjumper Kanresilartona and Phibella Usothrith
Keen Smell. Thanks to your origin, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell. Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Hyena Origin. You have advantage on charisma checks to interact with hyenas. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Improved Critical. Your weapon attacks score a critical hit on a roll of 19 or 20. Equipment. Periapt of Wound Closure, Necklace of Fireballs, 4 Spellwrought Tattoos of Transmute Rock, Spellwrought Tattoo of Dispel Magic, Spellwrought Tattoo of Pulse Wave, Spellwrought Tattoo of Haste, 4 Potions of Healing, 2 Potions of Greater Healing and a Flask of Holy Water
Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn. Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +7 to hit, range 100/400ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Two-Weapon Fighting. When you take the Attack action with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack. Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain 1d10+5 hit points. Once you use this feature, you must finish a short or long rest before you can use it again.