Alignment: Gnolls are for the most part evil, chaotic beings who are slaves to the whims of the demon lord Yeenoghu. However, some Gnolls have broken free from Yeenoghu's will, and shed their evil nature with it. Though they often retain the wild, chaotic nature that Gnolls are known for Darkvision: you can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light. You cant discern color in darkness, only shades of gray Jaws: your powerful toothed snout 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 Rampage: When you reduce a creature to 0 hit points, you can take a bonus action to move up to half your speed and make a bite attack Hunters blood: You have proficiency with spears and longbows Savage instinct: You gain proficiency in two skills of your choice from the following list: Athletics, Intimidation, Perception, Stealth, and Survival
Languages. Common, Gnoll, Abyssal