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Pack Quartermasters - AI-generated fantasy Monster

Pack Quartermasters

The Pack Quartermasters are despised even by other gnolls because they delay feasts, count every blade, and punish waste with ritual mutilation. Their ledgers are prized by war chiefs, who use them to track tribute, captives, and the routes of future raids. This quartermaster recently received crates from a nearby merchant house, though whether the merchants were collaborators or victims remains unclear.

MediumHumanoid(Gnoll)CR Moderate threat, CR 3Chaotic evil

Pack Quartermasters

gnollquartermastercontrollerdungeonmerchant conspiracystolen suppliesYeenoghutactical enemy
HP52AC+5SPD30 ft.CR3 (700 XP)InvestigationPerceptionSleight of HandStealth
STR
12
DEX
16
save
CON
14
INT
10
WIS
11
save
CHA
12
Master of Stores. The quartermaster has advantage on Wisdom (Perception) checks made to locate stored objects, hidden compartments, tracks, or creatures moving among crates and shelves.
Exploit Disorder. Once per turn, when the quartermaster hits a creature that is frightened, restrained, or prone with a weapon attack, the attack deals an extra 3 () damage.
Crate-Crawler. The quartermaster can take the Hide action as a bonus action while it is within 5 feet of a crate, shelf, rack, or other substantial storage object.
Pack Authority. The quartermaster has advantage on saving throws against being frightened while at least one friendly gnoll or hyena is within 30 feet of it.
Multiattack. The quartermaster makes two attacks, using Cleaver or Hand Crossbow in any combination.
Cleaver. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () slashing damage. If the target is frightened, it takes an extra 3 () slashing damage.
Loaded Hand Crossbow. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: 6 () piercing damage, and the target must succeed on a Constitution saving throw or be poisoned until the end of its next turn. The quartermaster carries 12 bolts.
Throw Shackles. The quartermaster throws a chained iron shackle at one creature it can see within 30 feet. The target must succeed on a Dexterity saving throw or become restrained until the end of the quartermaster's next turn. A restrained creature can use its action to make a Strength check, freeing itself on a success. The shackle then falls to the ground in the target's space.
Scatter the Stores. The quartermaster kicks open a crate, scatters supplies, or overturns a rack in a 10-foot square it can see within 30 feet. The area becomes difficult terrain until the end of the quartermaster's next turn. One creature in the area must succeed on a Dexterity saving throw or fall prone.
Inventory Interference. When a creature the quartermaster can see within 30 feet is hit by an attack while standing adjacent to a crate or shelving unit, the quartermaster kicks the obstruction into the attacker's path. The attacker must succeed on a Dexterity saving throw or have disadvantage on the triggering attack roll. The quartermaster can then move up to 10 feet without provoking opportunity attacks from that creature.
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