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General Description
Gnolls are moderately-sized hyaenid Beastfolk with canine heads, long necks, hunched postures and digitigrade legs. They are covered in a spotted brindle coat and have a mane running along their heads and their necks, which is usually range from ginger through brown to black (though it does turn grey or white as they get older) and is worn long and in braids by the females. Females tend to be significantly larger, stockier and more muscular than males.

Language
Gnoll is almost impossible to understand by outside races, being a series of yips, barks, clicks and yelps. Many Gnolls though also know at least rudimentary Common due to the nature of their lifestyle. However, most people with usually only hear a chorus of sadistic cackling laughter as a member of the pack smashes in their skull.
 
Culture
Native to the Central Plains and The Beastfolk Heartlands, the Gnolls have survived mainly as scavengers, bandits and highwaymen attacking caravans crossing the vast open wilderness. Gnolls live in packs commonly following a single female known as a “Queen”, who rules over the local territory.
The pack lives a nomadic lifestyle, deploying hit and run tactics against their victims and prey. 
Gnolls have a tendency to see other races as inferior, and specifically have a generational hatred of Catfolk and Harpies due to them traditionally using the same hunting grounds, leading to frequent territorial wars between them. Though they can prove highly suspicious of strange folk, Gnolls are by no means solitary. To many Gnolls, indefinite solitude is a fate worse than death, and as such those that are separated from their kin will often seek surrogate packmates. And while the strange customs and bold, often-violent behaviour of these hyena-folk can prove difficult to deal with, their pack instincts are incredibly strong. Should you earn a Gnoll's carefully-reserved trust, you will find that the bond of their kinship is as valuable as it is unbreakable.
They wear only whatever clothes are practically necessary and often armour and jewellery made of bones; their weapons also tend to be made of bone and wood. As such they tend not to deal well being brought into "civilised society".  

Bone Wearers and Flesh Eaters
Though Gnolls are not necessarily evil, their customs are seen as barbarian, savage and evil by many cultures. Eating the dead, both of their own people and of enemies, is seen as perfectly normal due to their society not liking waste and seeing the flesh of the dead as not sacred. Often the hearts of dead relatives are given to their surviving kin to be divided amongst them as a tradition dating back to the 1st Age.
Armour and weapons are often made of the bones and belongings of corpses, and it is not uncommon to see Gnoll Queens wearing the skulls of their parents as ornaments, though they are not at all unwilling to scavenge metal tools, weapons and armour from caravans they have destroyed - or travellers they have killed. This is not to say they show no respect to their ancestors - to them it is the bones themselves which are important, and anyone encountering a group of Gnolls will see many of them wearing the bones of their dead relatives, often engraved with their name and words of remembrance, as a symbol of honour by allowing at least part of them to remain with their family.

Brutality in Action
Gnoll raiders tend to assemble into large warbands that roam the edges of the civilized world, striking out at weak or poorly defended targets. A Gnoll raid is a brutal thing, but those who are slaughtered in the initial assault are the lucky ones. Those that survive or foolishly throw themselves on the pack's mercy and surrender are taken as indentured servants, forced into lives of servitude to masters who are just as likely callously murder them for minor inconveniences as they are to force them to perform menial and demeaning tasks just to be allowed to eat. Many packs have also domesticated Dire Coyotes and other non-sapient inhabitants of the Plains to help them hunt, and are more than willing to set them on unsuspecting victims if the need arises.
Gnolls are not totally without reason, and while they do tend towards violent sadism and wanton destruction they are mortal beings who are not devoid of intellect, emotion or compassion. 

Character Creation Stat Block

+2 Con, +1 Str, -2 Cha

Default Languages: Gnoll, Common, Centaur (optional)

Natural Weapons - 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.

Rampage: Immediately after you reduce a creature to 0 hit points with a melee attack on your turn, you can use a bonus action to move up to half of your speed and make an additional attack with your bite or with a melee weapon.

Keen Nose: Gnolls have an extremely keen sense of smell, which they use to track down prey or to find carcasses to butcher. You have advantage on Perception and Intelligence Investigation checks that rely on your sense of smell.

Menacing: You have Proficiency in Intimidation.

Scavenger: You can safely consume raw or rotten food and have advantage on saving throws against disease and ingested poisons.

Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Vicious: You have advantage on bite attacks against creatures that are grappling or restraining you. You can use a bonus action on each of your turns to make one bite attack against a creature that you are grappling or being grappled by.

Brave: You have advantage on saving throws against being frightened.