b'Gnoll, Rock Runt \n'b'  Medium   humanoid  (gnoll),  chaotic evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  13 (3d8)  Speed  35 ft.\n'b' STATS STR: 12 (+1) DEX:  14 (+2)  CON:  10 (+0)  INT:  6 (-2)  WIS:  10 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Stealth  +4,  Survival  +2  Senses   darkvision  60 ft., passive  Perception  10  Languages   Gnoll   Challenge  1/4 (50 XP) \n'b' Special Traits \n'b'   Rocky Camouflage . The rock gnoll runt has advantage on  Dexterity  ( Stealth ) checks in rocky terrain. \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 : +4 to hit, range 20/60 ft., one target.  Hit : 4 (1d4 + 2) piercing damage. \n'b'  Net .  Ranged Weapon Attack : +4 to hit, reach 5/15 ft., one Large or smaller creature.  Hit : The target is  restrained . A creature can use its action to make a DC 15  Strength  check to get free. Dealing 10 damage to the net (AC 10) frees the target and destroys the net. \n'b'  About \n'b' The smallest clan members, runts are tasked with setting traps and hit-and-run raids.'