b'Gnoll, Gutter Shaman \n'b'  Medium   humanoid  (gnoll),  chaotic evil  \n'b'  Armor Class  10  Hit Points  21 (6d8 ? 6)  Speed  35 ft.\n'b' STATS STR: 10 (+0) DEX:  14 (+2)  CON:  8 (-1)  INT:  14 (+2)  WIS:  17 (+3)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Arcana  +4,  Perception  +5,  Stealth  +4,  Survival  +5  Senses   darkvision  60 ft., passive  Perception  15  Languages  Common, Gnoll  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Contagious . If a non- gnoll  creature comes into physical contact with the gutter gnoll shaman, 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 shaman\xe2\x80\x99s bite or claw  attack . \n'b'  Gutter Slyness . The gutter gnoll shaman has advantage on  Dexterity  ( Stealth ) checks while in sewers and alleyways that are in darkness or dim light. \n'b'  Spellcasting . The gutter gnoll shaman is a 7th level spellcaster. Its spellcasting ability is  Wisdom  (spell save DC 13, +5 to hit with spell attacks). It has the following  druid  spells prepared: \n'b'   Cantrips (at will) :  dancing lights ,  light ,  mage hand  \n'b'  1st level (4 slots) :  bane ,  inflict wounds  \n'b'  2nd level (3 slots) :  silence ,  spiritual weapon  \n'b'  3rd level (3 slots) :  dispel magic ,  spirit guardians  \n'b'  4th level (1 slot) :  greater invisibility  \n'b'   Actions \n'b'   Bite .  Melee Weapon Attack : +2 to hit, reach 5 ft., one target.  Hit : 2 (1d4) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +2 to hit, reach 5 ft., one target.  Hit : 3 (1d6) slashing damage. \n'b'  Quarterstaff .  Melee Weapon Attack : +2 to hit, reach 5 ft., one target.  Hit : 3 (1d6) or 4 (1d8) bludgeoning damage if wielded with two hands. \n'b'  Corrosive Vial .  Ranged Weapon Attack : +4 to hit, reach 30/60 ft., one target.  Hit : upon striking the target, the vial will break and release a corrosive liquid that reduces the effectiveness of armor and shields by ?1 AC until it can be repaired. This effect is cumulative the more times the target is struck with vials up to -5. If the target is not wearing armor, or their armor effectiveness has been reduced by -5, the target takes 4 (1d8) acid damage.'