Cunning Action. On each of its turns, the Gnoll can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The Gnoll deals an extra 7 damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Gnoll that isn’t incapacitated and the Gnoll doesn’t have disadvantage on the attack roll.
Rampage. When the Gnoll reduces a creature to 0 hit points with a melee attack on it's turn, the Gnoll can take a bonus action to move up to half its speed and make a Bite Attack.
Multiattack. The Gnoll makes two Melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 piercing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 Piercing damage.
Some Gnolls reach a certain level of intelligence which designates them as the leader of a pack. These Gnolls often realize that infiltrating an enemy camp and sabotaging it's defenses is a much better idea than charging in straightforwardly. Thus, stealthy Gnolls are appointed to climb over walls, head through secret tunnels, and generally wreak havoc before the main attack. These creatures are not smart enough to sabotage defenses, such as raising a portcullis or destroying a catapult, but they will attempt to draw the enemies' attention anywhere except where the real attack will take place.