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Carrion Guard (Gnoll Ranger 1)

Carrion Guard CR 2 (XP 600)

Male gnoll ranger 1
CE Medium humanoid
Init +2; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 natural)
hp 20 (3 HD; 2d8+1d10+6)
Fort +7, Ref +4, Will +1

OFFENSE

Speed 30 ft.
Melee
mwk scimitar +7 (1d6+4/18-20)
Ranged mwk composite longbow +6 (1d8+4/x3 plus poison) or stingchuck +4 (1d4 plus nausea)
Special Attacks
favored enemy (humans +2)

Tactics

During Combat A carrion guard always opens combat by hurling his stingchuck if he can, then follows up with shots from his longbow, moving between shots as necessary to maintain ranged advantage. When mounted on a hyaenodon, a carrion guard usually takes 1 or 2 rounds to attack at range before riding into melee to continue the fight with scimitar and to allow his mount a chance to bite at foes.

Morale Carrion guards are fiercely loyal to their king and fight to the death.

STATISTICS

Str 18, Dex 15, Con 15, Int 8, Wis 12, Cha 6
Base Atk +2; CMB +6; CMD 18
Feats Mounted Combat, Weapon Focus (longbow)
Skills Perception +7, Ride +8, Survival +5
Languages gnoll
SQ track +1, wild empathy +1
Combat Gear potion of cure light wounds; Other Gear +1 studded leather armor, masterwork scimitar, masterwork composite longbow (+4 Str) with 20 arrows (poisoned with deadfall scorpion venom; DC 19 Fort save, 1d2 Str damage 1/round for 6 rounds, cure 1 save), stingchuck