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Gnoll Cultist

Gnoll Cultist Creature3

CE Medium Gnoll Humanoid

Senses Perception +8; darkvision

Skills Intimidation +7, Medicine +7, Religion +10, Stealth +7, Survival +8

Languages Abyssal, Common, Gnoll

Str +2, Dex +2, Con +0, Int +0, Wis +3, Cha +2

Items falchion, hide armor, wooden religious symbol

AC 19; Fort +8, Ref +6, Will +10

HP 45

Speed 25 feet

Melee [one-action] falchion +10 (forceful, sweep), Damage 1d10+3 slashing

Melee [one-action] jaws +10 (agile), Damage 1d6+3 piercing

Divine Prepared Spells DC 22, spell attack +10; 2nd darkness, harm (-4), spiritual weapon; 1st command, fear, magic weapon; Cantrips (2nd) daze, detect magic, light, read aura, sigil

Pack Attack As gnoll hunter.

Rugged Travel As gnoll hunter.


Gnoll cultists serve as their clans’ spiritual guides and conduits to the divine. As often as not, their influence drives entire gnoll civilizations to commit atrocious acts of violence and enslavement. Mother of Demons and The Great Destroyer are favored deities of gnoll cultists, and many gnolls believe their kind was in fact birthed from the womb of the Mother of Monsters. Some gnoll clans worship lesser-known demon lords or entire pantheons of sinister patrons.

Section 15: Copyright Notice

Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.