b'Gnoll, Plains Runner \n'b'  Medium   humanoid  (gnoll),  chaotic evil  \n'b'  Armor Class  13 (padded armor)  Hit Points  13 (3d8)  Speed  40 ft.\n'b' STATS STR: 13 (+1) DEX:  14 (+2)  CON:  10 (+0)  INT:  8 (-1)  WIS:  10 (+0)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Athletics  +3,  Nature  +2,  Perception  +2,  Survival  +2  Senses   darkvision  60 ft., passive  Perception  12  Languages   Gnoll   Challenge  1/4 (50 XP) \n'b' Special Traits \n'b'   Sprinter . The plains gnoll runner can use a bonus action to move up to half its speed. \n'b'  Actions \n'b'   Bite .  Melee Weapon Attack : +3 to hit, reach 5 ft., one creature.  Hit : 3 (1d4 + 1) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +3 to hit, reach 5 ft., one creature.  Hit : 5 (1d8 + 1) slashing damage. \n'b'  Dagger .  Melee or Ranged Weapon Attack : +4 to hit, reach 5 ft. or range 20/60 ft., one creature.  Hit : 4 (1d4 + 2) piercing damage. \n'b'  Bola .  Ranged Weapon Attack : +4 to hit, reach 60/120 ft., one creature.  Hit : the target must succeed on a DC 14  Dexterity  saving throw or fall  prone . \n'b'  About \n'b' Runners are master trackers. As the fastest in the clan, these young gnolls keep the pressure on their quarry, constantly harrying them until the rest of the hunting party can sweep in. This is the most prestigious position a male  gnoll  can hope to achieve, as their generally lighter frames suit them to fast running, and a lifetime of expecting a beating from superiors has made them observant.'