b'Gnoll, Gutter Lightfoot \n'b'  Medium   humanoid  (gnoll),  chaotic evil  \n'b'  Armor Class  13 (leather armor)  Hit Points  9 (2d8)  Speed  35 ft.\n'b' STATS STR: 12 (+1) DEX:  14 (+2)  CON:  10 (+0)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +4,  Stealth  +4,  Survival  +4  Senses   darkvision  60 ft., passive  Perception  14  Languages  Common, Gnoll  Challenge  1/2 (100 XP) \n'b' Special Traits \n'b'   Contagious . If a non- gnoll  creature comes into physical contact with the gutter gnoll lightfoot, the creature must succeed on a DC 10  Constitution  saving throw or contract  gnoll\xe2\x80\x99s  kiss (see sidebar). The DC increases to 15 if this contact was the gutter gnoll lightfoot\xe2\x80\x99s bite or claw  attack . \n'b'  Gutter Slyness . The gutter gnoll lightfoot 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 : +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, reach 5 ft. or range 20/60 ft., one target.  Hit : 4 (1d4 + 2) piercing damage. \n'b'  Blowgun .  Ranged Weapon Attack : +4 to hit, range 20/100 ft., one target.  Hit : 1 piercing damage, and the target must make a DC 14  Constitution  saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. For every 5 darts a target is struck by, they suffer one level of  exhaustion . \n'b'  About \n'b' Slight and stealthy, lightfoots  attack  from hiding using darts coated with cultivated poison, or even just smeared with filth from their fur, which has much the same effect.'