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'''Ability Scores'''
 
'''Ability Scores'''
  
*Strength 16 (+3)
+
*Strength 16
*Dexterity 16 (+3)
+
*Dexterity 16
*Constitution 14 (+2)
+
*Constitution 14
*Intelligence 13 (+1)
+
*Intelligence 13
*Wisdom 13 (+1)
+
*Wisdom 13
*Charisma 11 (+0)
+
*Charisma 11
  
  
*AC: 15
+
*AC:  
*HP: 27
+
*HP:  
 
*Speed: 30
 
*Speed: 30
*Proficiency: +2
+
*Proficiency:  
  
  
*Melee Attack: +5
+
*Melee Attack:  
*Ranged Attack: +5
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*Ranged Attack:  
 
*Spell Attack: N/A
 
*Spell Attack: N/A
 
*Spell Save DC: N/A
 
*Spell Save DC: N/A
*Spells Known: Beast Sense, Speak with animals.
+
*Spells Known: N/A
 
*Spell Slots: N/A
 
*Spell Slots: N/A
  
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'''Saving Throws'''
 
'''Saving Throws'''
  
*Strength +5
+
*Strength  
*Dexterity +3
+
*Dexterity
*Constitution +4
+
*Constitution
*Intelligence +1
+
*Intelligence
*Wisdom +1
+
*Wisdom
*Charisma +0
+
*Charisma
  
 
'''Languages Known'''
 
'''Languages Known'''
  
 
*Common
 
*Common
*Gnoll
+
Gnoll
*Orcish
+
(One to decide)
  
 
'''Proficiencies'''
 
'''Proficiencies'''
  
*Armor: Light, medium, shields
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*Armor
*Weapons: Simple, martial
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*Weapons
*Tools: None
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*Tools
 +
 
  
 
'''Skills'''
 
'''Skills'''
  
*Athletics
+
Athletics
*Survival
+
Survival
*Intimidation  
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Intimidation  
*Nature
 
*Perception
 
  
 
'''Feats'''
 
'''Feats'''
  
*Rage (3 times, +2 damage)
+
 
*Unarmored defense
 
*Reckless Attack
 
*Danger Sense (Advantage on dexterity saving throws against visible effects)
 
*Primal path (Totem Warrior) - Totem Spirit (Wolf)
 
  
 
'''Traits'''
 
'''Traits'''
  
*Darkvision
+
Darkvision
*Rampage  
+
Rampage  
  
 
'''Features'''
 
'''Features'''
  
*Wanderer
+
Wanderer
  
 
'''Gear'''
 
'''Gear'''
  
*10 GP
+
10 GP
*Wolf pelt cloak
+
Wolf pelt cloak
*Staff
+
Staff
*Hunting trap
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Hunting trap
*Traveller's clothes
+
Traveller's clothes
*Halberd
 
*Two handaxes
 
*Four javelins
 
*Explorer's pack
 
 
 
'''Background'''
 
 
 
Gnolls are savage and destructive creatures, and Akk is no different. They are however, also possessed of a certain cunning that many tend to overlook, as well as acting as elements of Yeenough's will. Akk's warband was pressed further and further out of the Kingdom as it grew stronger, losing half their number over several years, including a number of skirmishes and internal strife. Akk himself managed to seize the place of Alpha for a brief period, after cutting down their former leader. His intent had been to withdraw to wilder lands, gather hyenas in numbers and refocus their efforts.
 
 
 
It ended in disaster.
 
 
 
A sect of the cult of Nightmares became aware of the presence of a Gnoll warband and settled on an effort to sway them to the rule of their masters by severing their connection to Yeenough. Frighteningly, they partly succeeded.
 
 
 
Separated from their link to the Demon Lord that had created them, the warband tore itself apart, infighting, hunting down the cultists, they scattered in all directions, lost and bewildered. Akk himself kept most of his wits, hunting down the leader of the sect that had destroyed them and encountering the Mysterium when they also struck his base of operations.
 
 
 
Nearly putting the savage Gnoll down, the Mysterium instead decided to employ him. Even if they did largely see him as a blunt instrument for when such things were needed. For his part, Akk fins himself adrift, separate from warband and Yeenough. His rage remains, but it's turned to the cult who left him bereft and struggling to find his footing without the ties that had made him what he was.
 

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