TEXT: Gnoll Savage 
  3rd level troop [humanoid]
  Initiative: +7
  AC: 19 PD: 16 MD: 13 HP: 42
  Spear +7 vs. AC - 10 damage
     Pack ferocity: If more than one 
  gnoll is engaged with the target, each 
  gnoll melee attack that misses that 
  target deals half damage.
  R: Thrown spear +6 vs. AC—8 
  damage
  Nastier Special: Blood fury: +1d10 
  melee damage if the gnoll or its 
  target is staggered.
  Gnoll Ranger 
  3rd level Archer [humanoid]
  Initiative: +9
  AC: 18 PD: 17 MD: 14 HP: 46
  Hand Axe +6 vs. AC (2 Atks) - 6 
  damage
     Pack ferocity: If more than one 
  gnoll is engaged with the target, each 
  gnoll melee attack that misses that 
  target deals half damage.
  R: Longbow +8 vs. AC—8 damage
     Natural even hit or miss: The gnoll 
  can make a second longbow attack 
  (no more) as a free action.
     Quick shot: When the gnoll ranger 
  is unengaged and an enemy moves 
  to engage it, roll a d20. On
  a 11+, the gnoll ranger can make
  a longbow attack against that
  enemy as a free action just before 
  being engaged.
  Nastier Special: Blood fury: +1d10 
  melee damage if the gnoll or its 
  target is staggered.
  Gnoll War Leader 
  4th level Leader [humanoid]
  Initiative: +8
  AC: 20 PD: 17 MD: 14 HP: 56
  Heavy ﬂail +9 vs. AC - 14 damage
     Pack ferocity: If more than one 
  gnoll is engaged with the target, each 
  gnoll melee attack that misses that 
  target deals half damage.
     Natural even hit or miss: The target
  is marked for death; until the end of
  the battle, all gnoll attacks against
  the target gain an attack bonus equal
  to the escalation die.
  Imp
  3rd level Spoiler [humanoid]
  Initiative: +8
  AC: 20 PD: 13 MD: 16 HP: 40
  Festering claw +7 vs. AC - 3 
  damage, and 5 ongoing.
  R: Blight jet +7 vs. PD—7 damage, 
  and the target is dazed (save ends).
     First natural 16+ each turn: The imp 
  can choose one: the target is 
  weakened instead of dazed; OR the 
  imp can make a Blight jet attack 
  against a different target as a free 
  action.
     Curse aura: Whenever a creature
  attacks the imp and rolls a natural
  1–5, that creature takes 1d10 psychic
  damage.
     Flight: Imps are hard to pin down
  because they ﬂy. Not that fast or
  well, but you don’t have to ﬂy well
  to ﬂy better than humans and elves.
  Giant Dragonman
  3rd level Troop [humanoid]
  Initiative: +5
  AC: 19 PD: 16 MD: 12 HP: 90
  Club +7 vs. AC - 18 damage
     Miss: 9 damage
     Breathin’ ﬁre: Instead of 
  disengaging, the dragonman can 
  breathe as a quick action; +9 vs. PD 
  (each enemy engaged with 
  dragonman) - 1d6 ﬁre damage, and 
  the dragonman can pop free from the 
  targets.
  Lizardman Savage 
  2nd level wrecker [humanoid]
  Initiative: +6
  AC: 17 PD: 16 MD: 12 HP: 32
  Spear/Club +7 vs. AC - 7 damage
     Natural 16+: The lizardman can 
  make a bite attack against the target 
  or another creature engaged with it 
  as a free action.�
  [Special Trigger] Bite +7 vs AC - 5 
  damage, and the lizardman can 
  make a ripping frenzy attack against 
  the target as a standard action during 
  its next turn if it’s engaged with the 
  target
  [Special Trigger] Ripping frenzy +9 
  vs. AC (3 attacks)—5 damage
  Orc Berserker
  2nd level trooper [humanoid]
  Initiative: +5
  AC: 16 PD: 15 MD: 13 HP: 40�
  Greataxe +7 vs. AC - 8 damage
     Dangerous: Crit on 17+ unless they 
  are staggered.�
  Unstoppable: When an orc drops to 0 
  hp, it does not immediately die. 
  Ignore any damage in excess of 0 hp, 
  roll 2d6, and give the orc that many 
  temporary hp. No other healing can 
  effect the or give it more temp hp: 
  when the hp are gone, the orc dies.
  
SOURCE: textdata/thevault/Deduped  Shit/Monsters and Items/13th Age 9 Monster Cards.pdf