b'Gnoll, Gutter Pack Leader \n'b'  Medium   humanoid  (gnoll),  chaotic evil  \n'b'  Armor Class  11 (leather armor)  Hit Points  39 (6d8 + 12)  Speed  35 ft.\n'b' STATS STR: 12 (+1) DEX:  11 (+0)  CON:  12 (+1)  INT:  14 (+2)  WIS:  12 (+1)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Intimidation  +3,  Perception  +3,  Stealth  +2,  Survival  +3  Senses   darkvision  60 ft., passive  Perception  13  Languages  Common, Gnoll  Challenge  2 (450 XP) \n'b' Special Traits \n'b'   Contagious . If a non- gnoll  creature comes into physical contact with the gutter gnoll pack leader, the creature must succeed on a DC 10  Constitution  saving throw or contract  gnoll\xe2\x80\x99s  kiss. The DC increases to 15 if this contact was the gutter gnoll pack leader\xe2\x80\x99s bite or claw  attack . \n'b'  Gutter Slyness . The gutter gnoll pack leader has advantage on  Dexterity  ( Stealth ) checks while in sewers and alleyways that are in darkness or dim light. \n'b'  Frenzied Fighting . When the gutter gnoll pack leader makes a successful  attack , all friendly gnolls within 5 ft. of the target who can see the pack leader can choose to make an  attack  against the same target as a  reaction  with disadvantage. \n'b'  Actions \n'b'   Bite .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 3 (1d4 + 1) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 1) slashing damage. \n'b'  Dagger .  Melee or Ranged Weapon Attack : +3 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 2 (1d4) piercing damage. \n'b'  Thurible . As a bonus action, the gutter gnoll pack leader can shake its thurible to create a noxious cloud of smoke in a 15 ft. radius sphere centered on it. The smoke spreads around corners and its area is lightly  obscured . It lasts for up to 10 minutes or until a wind of  light  or greater speed (at least 5 miles per hour) disperses it. Any non-gutter gnoll that enters the smoke for the first time or starts its turn there must make a DC 15  Constitution  saving throw, taking 10 (3d6) poison damage on a failed save, or half as much on a successful one. The gutter gnoll pack leader can spend additional bonus  actions  to increase the  size  of the sphere to a maximum of a 25 ft. radius. \n'b'  About \n'b' Using a combination of social cunning and physical dominance, pack leaders have the tough job of keeping their cowardly, and often unreliable, clan in line. Many gutter gnolls have ambitions of becoming pack leaders themselves, so those at the top must watch their backs.'