Keen Smell. The leucrotta has advantage on Wisdom (Perception) checks that rely on smell.
Kicking Retreat. If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action.
Mimicry. The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Rampage. When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.
Multiattack. The leucrotta makes two attacks: one with its bite and one with its hooves.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.
Aura of Blood Thirst. If the flind isn't incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the find.
Multiattack. The flind makes three attacks: one with each of its different flail attacks or three with its longbow.
Flail of Madness. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.
Flail of Pain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) psychic damage.
Flail of Paralysis. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 4 (1d8) piercing damage.
Brute: +1 die of damage with melee weapons (included)
Fateful Aura: Any creature within 25 feet of the gnoll has disadvantage on death saving throws.
Rampage: When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Warmonger: Any creature within 5 feet of this gnoll that's hostile to it has disadvantage on attack rolls against targets other than this gnoll or another creature with this trait. An enemy is immune to this effect if it can't see or hear this gnoll or it can't be frightened.
Multiattack: This gnoll makes two attacks with its battleaxe.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4+3) piercing damage.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage or 14 (2d10+3) when used with two hands to make a melee attack.
Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Aura of Malice. All enemies within 10 feet of the gnoll have disadvantage on saving throws.
Multiattack. The gnoll makes three attacks: one with its bite and two with its greatsword.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) necrotic damage.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
Aura of Malice. All enemies within 10 feet of the hyena have disadvantage on saving throws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) piercing damage.
Spellcasting. The gnoll is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 14, +6 to hit with spell attacks). The gnoll has the following spells prepared:
Cantrips (at will): acid splash, blade ward, chill touch, poison spray
1st level (4 slots): mage armor, ray of sickness, shield, Tasha's hideous laughter
2nd level (3 slots): silence, darkness, misty step
3rd level (3 slots): fear, slow
4th level (3 slots): blight, confusion
5th level (2 slots): cloudkill
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage.
Conjure Fiends (1/Day). The gnoll magically summons 1d4 fiendish hyenas. The summoned fiends appear in unoccupied spaces within 60 feet of their summoner and act as allies of their summoner. They remain for 10 minutes, until they or their summoner dies, or until their summoner dismisses them as an action.