Flind
Medium-Size Humanoid (Gnoll)
Hit Dice: 2d8+4 (13 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 18 (+1 Dex, +1 natural, +4 chain shirt, +2 large shield)
Attacks: Light mace +4 melee; Flindbar +4 melee; or Composite longbow +3 ranged
Damage: Light mace 1d6+3; Flindbar 1d6+3; or Composite longbow 1d8
Face/Reach: 5 ft by 5 ft. / 5 ft.
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 16, Dex 13, Con 15, Int 10, Wis 12, Chr 12
Skills: Listen +4, Search +3, Spot +4
Feats: Power Attack (75%) or Exotic Weapon (flindbar) (25%)
Climate/Terrain: Temperate or warm land and underground
Organization: Solitary, pair, gang (2-5), band (10-100 plus 50% non-combatants plus 1 3rd-level sergeant per 20 adults and one leader of 4th6th level), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, and one leader of 4th6th level, and 6-10 dire lions, dire wolves, or worgs; underground lairs also may have 2-5 ogres)
CR: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
	Relatives of the gnolls, flinds are slightly shorter (averaging 6½ feet tall) and more muscular than their chaotic cousins. They appear much like gnolls, aside from the difference in height and the fact that flinds tend to have slightly darker fur, mostly steel-grey in colour. 
COMBAT
Flind behaviour in combat is often similar to that of gnolls, though flinds tend to be more respectful of their leaders and much more disciplined in general. Flind leaders and typically about 25% of flind warriors encountered will use “flindbars” as their favoured weapon. Flindbars are Medium-sized exotic weapons much like heavy steel nunchaku; due to their size and weight, flindbars can only be used by characters with Strength 13+. In the hands of a proficient wielder, i.e., a monk or one with the Exotic Weapon (flindbar) feat, the flindbar grants a +4 bonus to disarm. Further, in the hands of a flind monk, the flindbar can be used, like nunchaku, at the monk’s higher open hand iterative attack bonus.
FLIND SOCIETY
Flind society is generally much more ordered than that of their gnoll cousins. Leadership among them is hereditary, though still open to challenge from time to time, and leaders are usually respected more than feared. 
	A band or tribe of flinds includes as many noncombatant young as there are adults. Gnoll lairs are generally much more effectively defended than gnoll lairs, often utilizing siege weapons and heavy fortifications as well as superior battle tactics. Flinds, like gnolls, take slaves, and any lair will have about 1 humanoid slave for every 10 adult flinds, or perhaps slightly less. As with gnolls, their slaves tend to be eaten quite regularly, and thus suffer from high attrition.
	Flinds speak the same tongues as gnolls, and are generally on friendly terms with orcs, hobgoblins, bugbears, and ogres. They dislike trolls and will not cooperate with them. 
	Flinds do not worship Yeenoghu or Erythnul, preferring to worship either Hextor or Dispater, an Arch-devil. 
FLIND CHARACTERS
	A flind’s favoured class is monk; flind leaders are often monks, though fighters are common among them. Note that the flindbar is a starting weapon for flind monks, replacing siangham. Flind clerics usually worship Hextor.