b'Gnoll, Gutter Fighter \n'b'  Medium   humanoid  (gnoll),  chaotic evil  \n'b'  Armor Class  17 (improvised armor, shield)  Hit Points  22 (4d8 + 4)  Speed  35 ft.\n'b' STATS STR: 14 (+2) DEX:  12 (+1)  CON:  12 (+1)  INT:  7 (-2)  WIS:  10 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +4,  Stealth  +3  Senses   darkvision  60 ft., passive  Perception  14  Languages  Common, Gnoll  Challenge  1 (200 XP) \n'b' Special Traits \n'b'   Contagious . If a non- gnoll  creature comes into physical contact with the gutter gnoll  fighter , 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  fighter\xe2\x80\x99s  bite or claw  attack . \n'b'  Gutter Slyness . The gutter gnoll  fighter  has advantage on  Dexterity  ( Stealth ) checks while in sewers and alleyways that are in darkness or dim light. \n'b'  Actions \n'b'   Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 5 (1d6 + 2) slashing damage. \n'b'  Longsword .  Melee Weapon Attack : +4 to hit, reach 5 ft., one target.  Hit : 6 (1d8 + 2) slashing damage. \n'b'  About \n'b' Fighters are the last line of defense for the clan\xe2\x80\x99s lair, and while they are loath to die in its defense, they will fight fiercely to protect their home. If you see one gutter gnoll, there are two. If you see two, pack your bags and find a new town.'