b'Flind, Boss \n'b'  Family:   Flind  \n'b'  Medium   humanoid  (flind),  lawful evil  \n'b'  Armor Class  16 (scale mail)  Hit Points  97 (13d8 + 39)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  14 (+2)  CON:  16 (+3)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +8,  Constitution  +5  Skills   Animal Handling  +4,  Perception  +4,  Stealth  +5  Senses  darkvision 60 ft., passive  Perception  14  Languages  Common,  Gnoll   Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Ambusher . The flind has advantage on  attack  rolls against any creature it has surprised. \n'b'  Surprise Attack . If the flind surprises a creature and hits it with an  attack  during the first round of combat, the target takes an extra 10 (3d6) damage from the  attack . \n'b'  Actions \n'b'   Multiattack . The boss flind makes two Greatclub attacks. \n'b'  Greatclub .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) bludgeoning damage. \n'b'  About \n'b' Flinds are a race closely related to  gnolls . The two races share some strong similarities, and at first sight inexperienced adventurers could easily confuse the two. Flinds are much stockier than their lanky kin, much stronger and hardier, and are certainly more dangerous. \n'b' It is unknown if flinds are a subspecies of the gnoll or a genetic anomaly produced among large gnoll packs. Flinds are often found among gnoll bands acting as leaders, as their strength and relatively superior intelligence puts them above their lesser brethren. \n'b' Flind combat tactics are similar to those of gnolls. They prefer to strike from ambush, using terrain and concealment to their best advantage. They are most often seen acting in the role of leaders to gnoll bands, keeping discipline with a ruthless hand and little mercy.'