b'Gnoll, Rock Sneak \n'b'  Medium   humanoid  (gnoll),  chaotic evil  \n'b'  Armor Class  13  Hit Points  18 (4d8)  Speed  35 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  10 (+0)  INT:  10 (+0)  WIS:  12 (+1)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +3,  Stealth  +5,  Survival  +3  Senses   darkvision  60 ft., passive  Perception  13  Languages   Gnoll , Undercommon  Challenge  1/4 (50 XP) \n'b' Special Traits \n'b'   Rocky Camouflage . The rock gnoll sneak 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 : +5 to hit, range 20/60 ft., one target.  Hit : 5 (1d4 + 3) piercing damage. \n'b'  Throwing Club .  Melee or Ranged Weapon Attack : +5 to hit, range 30/60 ft., one target.  Hit : 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 13  Constitution  saving throw or be knocked unconscious. The target can repeat the saving throw at the end of each of their turns to regain consciousness. \n'b'  About \n'b' Sneaks use their throwing clubs to incapacitate their quarry. If coordinated from hiding, these attacks can cause disarray, allowing other clan members to make off with supplies, as well as disoriented or unconscious slaves.'