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		<title>Slime</title>
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		<updated>2019-10-21T01:04:29Z</updated>

		<summary type="html">&lt;p&gt;2602:306:B88B:FB60:39CA:1953:7B65:6BC4: /* Pre-3rd Edition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:The gelatinous green cube by shockbolt.jpg|500px|thumbnail|right|[[Halfling]] [[Rogue]] rolled a 1 to Intelligence...or should it be Wisdom? Or maybe both?]]&lt;br /&gt;
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{{topquote|A slime draws near!|Every Dragon Quest game ever}}&lt;br /&gt;
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The &#039;&#039;&#039;Slime&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Ooze&#039;&#039;&#039;, the &#039;&#039;&#039;Gel&#039;&#039;&#039;, the &#039;&#039;&#039;Jelly&#039;&#039;&#039;, or the &#039;&#039;&#039;Goo&#039;&#039;&#039;, is a humble form of monster that pops up in absolutely &#039;&#039;every&#039;&#039; frigging fantasy setting you can imagine, and even a few science-fiction settings. It is most famous in tabletop games for its many diffuse forms in [[Dungeons &amp;amp; Dragons]] and in videogames for [[/v/|Dragon Quest]] (in which it serves as the mascot and also has a fucking huge array of possible slime-forms), but, like we said, you can find a slime just about everywhere if you look.&lt;br /&gt;
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Slimes are usually low to middle tier threat levels; they are mindless masses of animate sludge, and some higher-level variants may be made of elemental matter, such as water, &amp;quot;liquid ice&amp;quot;, magma, molten steel, etc. They have no culture or higher purposes, they just ooze around eating anything organic they touch and growing bigger until they have to divide. Hardly likely to outwit most adventurers, but many games make them fairly resistant to certain kinds of attack, especially physical ones, so just assuming they&#039;re harmless is a good way to get dissolved. One prominent commenter described fighting a slime as &amp;quot;playing a terrifying game of &#039;guess the immunity&#039;,&amp;quot; referencing to the fact that unless you have your appropriate Monster Manuals memorised, you can rarely predict what will kill a slime variety outright. And guessing wrong can sometimes be worse than not trying, because using the &#039;&#039;wrong&#039;&#039; damage type can cause the slime in question to divide. And what they are or are not vulnerable to isn&#039;t always consistent between editions. A lot of them are also [[Gotcha Monster]]s because of their use of camouflage or near invisibility. This is often enforced by their slow speed that ensure an unsupported ooze can simply be fled from. Their lack of biological needs aside from hunger (solved by dropping scraps to them) means they are often used as part of mundane traps, like an ooze at the bottom of a pit trap.&lt;br /&gt;
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==Slimes in Dungeons and Dragons==&lt;br /&gt;
===Pre-3rd Edition===&lt;br /&gt;
* Gelatinous Cube: Perhaps the most notorious slime to come out of the tabletop game field is the gelatinous cube, a D&amp;amp;D monstrosity that takes the form of a huge cube-shaped mass of near-translucent gray or green jelly, perfectly sized for oozing through the typical dungeon corridor as a living, insurmountable barrier. It was originally created by Gary Gygax as a joke, being the exact size of one grid square. Like the [[Rust Monster]] and [[Owlbear]], it&#039;s one of those absurdities that everyone pokes fun at, but which has too much nostalgic fondness from the fanbase for anyone to seriously consider getting rid of it. Later, fortunately, it &#039;&#039;did&#039;&#039; come with a half-assed explanation: wizards breed them as living janitorial services to clean the garbage out of the perfectly-square corridors of their evil dungeons. As it&#039;s also mostly-transparent, save for the dissolving bits of armor floating in it like fruit in a jello dessert, walking straight into it only to be engulfed is an occupational hazard for dungeon-delvers. It has a paralyzing touch. Its weaknesses vary depending on the edition.&lt;br /&gt;
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* Black Pudding / Deadly Puddings: Has nothing to do with the food called black pudding. Comes in other colors besides black, depending on what environment they are found in. All of the different colors are called Deadly Puddings. Can split if hit by weapons or lightning. Black puddings can dissolve organic material and metal. White puddings look identical to ice and snow and can instantly dissolve organic matter. Dun puddings live in deserts and can instantly dissolve leather, and can also eat metal. Brown pudding live in marshes and can instantly dissolve leather and wood.&lt;br /&gt;
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* Grey Ooze: Can rapidly corrode non magical metal similarly to a Rust Monster, but cannot dissolve stone. Is immune to cold and fire. Can camouflage itself as a puddle of water. In 5th edition they can sometimes develop the ability to use psychic attacks. Grey oozes are completely different in 4th edition. They have a foul smell that give an attack penalty and their acid attack can melt your bones.&lt;br /&gt;
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* Green Slime: Green slimes are mostly immobile and are more similar to plants. Their only attack that they have is dropping on people who walk under them. Anybody who touches one will turn into one if they are not cured quickly. They are vulnerable only to fire, cold, and cure disease spells. They can eat through both metal and wood. The Green Slime returned in 4th edition but heavily changed. It is no longer immobile or able to infect people with a touch, but still prefers to surprise enemies by dropping on them. It is weak against fire and light.  Green Slime returns again in 5th edition, but is now classified as a dungeon hazard instead of a monster and so doesn&#039;t have stats, though its traits are similar to how it behaved in early editions.  It destroys metal and organic material on contact and can be destroyed by sunlight, anything that cures disease, or anything that does fire, cold, or radiant damage.&lt;br /&gt;
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* Ochre Jelly: Similar to a black pudding but somewhat weaker. Only dissolves flesh. Can split if hit by weapons or lightning.&lt;br /&gt;
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* Crystal Ooze: Native to the caverns of the Plane of Earth, these crystalline slimes usually subsist on the minerals found in rocks with the oldest being fuck hueg. While they&#039;re content to just leech what they need from their surroundings, Crystal Oozes will attack any living creature for the minerals in them and they&#039;re no push-overs either. Their slam attacks deal piercing and slashing damage and can crit on rolls of 18-20. They also give off a Subsonic Hum that can stun an opponent while the Ooze slithers over and engulfs them at their leisure. If the victim fails their Fortitude save, they become petrified and a new Crystal Ooze pops out in 1d4 hours. They&#039;re immune to the cold and electricity and resist fire; however, their bodies can shatter and split from bludgeoning and sonic attacks. Crystal oozes are completely different in second edition D&amp;amp;D. Instead, they are a variant of grey ooze that lives underwater and corrodes organic material, but not metal. Weapons can only deal 1 point of damage to a crystal oozes.&lt;br /&gt;
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* Slithering Tracker: An intelligent slime that is nearly transparent. It paralyzes victims and slowly drains them of plasma. They are said to be created from humanoids who willingly gave up their forms to get revenge on somebody they hated.&lt;br /&gt;
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* Mustard Jelly: What happens when an idiot wizard tries to polymorph into an Ochre Jelly. It produces poisonous fumes that smell like mustard and slow down those who breathe them in. It is intelligent and can split in two at will, instead of splitting when hit with weapons. It cannot climb up walls or squeeze through tight spaces like ochre jellies can. It is immune to normal weapons, takes half damage from cold and the magic missile spell heals it, and it can eat through wood.&lt;br /&gt;
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* Olive Slime: A plant like slime similar to the green slime, but even more dangerous. Like the green slime it is immobile and attacks by dropping on people that walk under it, and it produces a venom that causes numbness so the victim may not even notice it has been attack. It possesses the victims it infects and slowly eats them from the inside out, turning them into plant like zombies that melt into olive slime when they die, and can spread the infection. It is immune to everything except acid, fire, cold, and cure disease spells, and spells that affect plants. The zombies are the same except they are weak to magic missile instead of cure disease. If a olive slime meets a green slime then one of them will destroy the other.&lt;br /&gt;
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* Stunjelly: Similar to a gelatinous cube. It disguises itself as a stone wall, although remains semi transparent. It has most of the same weaknesses as a gelatinous cube, except that cold affects it normally.&lt;br /&gt;
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* Aballin: Also known as &amp;quot;living water&amp;quot;, aballins are a type of slime that resembles a pool of stagnant water, strangely devoid of life and full of metals like coins and armor. Despite looking like water, Aballins are composed of a weak acid, which it uses to digest their victims after wrapping around their heads and drowning them (which means water breathing is pointless). Due to their semi-liquid bodies, they prefer to live in water but slither like slugs (up to a 30 degree slope). Unlike most other slimes, its roughly as smart as a wild animal and can learn to hunt its prey. Legend has it that the first was a druid polymorphed by an archwizard&#039;s curse.&lt;br /&gt;
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* Lava Ooze: An ooze made of lava.  They are immune to fire and vulnerable to cold.   In third edition, it consumes metal and stone, but cannot digest gems, which become stuck its body until it is killed.&lt;br /&gt;
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===3rd/3.5 Edition===&lt;br /&gt;
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* Bone Ooze: A massive ooze that feeds by sucking people&#039;s bones out. Its insides are filled with sharp bone shards.&lt;br /&gt;
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* Flesh Jelly: A blob of flesh covered in a layer of skin. It grows by absorbing living creatures. Touching one can infect you with a disease called filth fever. [[Luke|It also has an overwhelmingly foul smell]].&lt;br /&gt;
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* Reason Stealer: An unintelligent ooze with a craving for intelligence. When it delivers a killing blow it steal the victim&#039;s mind, gaining their stats, feats, skills, and prepared arcane spells for 24 hours, after which it becomes mindless again.&lt;br /&gt;
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* Teratomorph: A reality warping slime. Although it is neutral aligned like most slimes it has a lot of chaotic abilities. Its touch can, at random, weaken your stats, polymorph you, make it stick to you, or, if you are really unlucky, instantly absorb you. It randomly opens portals to other planes in the area around it. It also warps the environment around it, making attacks and dexterity checks more difficult, and has a chance of hitting everything around it with two random spells. It has the ability to detect law. It is immune to chaotic spells, lightning, and acid. Weapons have a chance of completely missing due to the section of its body you are attacking suddenly shifting to another dimension before you hit it unless it is affect by a dimensional anchor.&lt;br /&gt;
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* Arcane Ooze: Is immune to spells and can steal spells from arcane spellcasters to give themselves temporary hitpoints. Magical acid attacks heal them, and magical lightning attacks speed them up.&lt;br /&gt;
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* [[Living Spells| Living Spell]] (Template): One of the newer additions to the family. Originating in &#039;&#039;Eberron&#039;&#039;&#039;s Mournlands, one of many results of the Day of Mourning, but since adapted to &amp;quot;generic&amp;quot; D&amp;amp;D Living spell is a template that is applied to one or more spells instead of a creature to make a creature based on that spell or spells. It is always typed as an ooze. Enemies that are slammed or engulfed by the living spell are affected as though they were hit by the spell or spells it is based on. Living spells are also very resistant to magic.&lt;br /&gt;
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* Snowflake Ooze: A snow like ooze that live in cold climates and inflicts cold damage. It is immune to cold and vulnerable to fire, piercing attack have a chance of harmlessly passing through it, and bludgeoning attacks cause it to split.&lt;br /&gt;
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* Summoning Ooze: A inteligent living summoning circle created by a summoning ritual gone wrong. It has the ability to cast summon monster spells. Immune to acid and fire.&lt;br /&gt;
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* Bloodfire Ooze: An evil ooze made out of burning hot blood. It is created through ritually mixing the blood of 100 good or neutral humanoids with a demon&#039;s ichor. Is immune to fire and resistant to acid and electricity, and vulnerable to cold. It attacks with fire, and can empower fire spells cast within 60 feet of it.&lt;br /&gt;
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* Corrupture: An amphibious ooze made of acidic liquid flesh that appears in areas where nature has been defiled by magic or pollution and attacks by spraying acid.&lt;br /&gt;
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* Conflagration Ooze: An intelligent ooze that attacks with a poison that causes your insides to burst into flame. Is immune to fire and vulnerable to cold. Some of them also explode when they die.&lt;br /&gt;
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* Graveyard Sludge: A slime made of necrotic energies and powered by the souls of the dead.When powerful necromancy is used around the dead, usually at graveyards during rituals or a [[Lich]] accending (though a really strong spell will do), the slime is formed and begins to hunt down any corpses to feed on the spiritual energy. The energy is used to defend itself but Liches like to use them as a means to bolster themselves. Graveyard Sludges can also cast 5th level or lower spells if they&#039;ve fed on enough spellcasters. Their abilities are somewhat different in third edition. Creatures that die within 20 feet of graveyard sludge come back as zombies with an acid attack. They can cause fear, and strengthen undead creatures. They are immune to acid, and they are both alive and dead, so they are healed both by heal and inflict spells.&lt;br /&gt;
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* Bloodbloater: A tiny aquatic ooze that drinks blood and attacks in swarms. Looks like an oversized cell.&lt;br /&gt;
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* Flotsam Ooze: An aquatic ooze with a very sticky body which collects debris.&lt;br /&gt;
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* Reekmurk: A huge black aquatic ooze that lives in the depths of the ocean or in underground lakes. Has a vulnerability to sunlight.&lt;br /&gt;
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* Ethereal Ooze: An incorporeal ooze from the ethereal plane.&lt;br /&gt;
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* Bloodrot: Not actually a true slime, but is really a form of undead made from the remains of somebody who died by being completely dissolved in acid. Infects people with a magical disease called blood fever that causes the victim to melt into a puddle when they die which the blood rot eats. They can hide inside of the bloodstream of anyone who is infected with blood fever. They can also sense the location of anybody who is infected with blood fever within several miles, so if you escape from a battle with one but are infected then more will be attracted to you. Like many true oozes, it can split apart if hit by slashing or piercing damage.&lt;br /&gt;
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* Brine Ooze: An ooze that lives in deserts. It either hides in salt lakes or pretends to be a pool of water. It has the ability to rapidly desiccate whatever it slams into and is immune to desiccation itself. Slashing and piercing damage causes it to split.&lt;br /&gt;
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* Cesspit Ooze: An ooze found in impoverished urban areas that feeds on fear and misery. They form spontaneously from the corpses of people who decayed in sewage or refuse in places near strong sources of magic. Its acid can dissolve organic and metallic materials but not stone. Those who are damaged by its acid may be driven into an uncontrollable rage. They have an overwhelming stink that sickens those that get too close to it. When they die, they explode and splatter acid around them. Slashing and piercing damage makes it split. They are immune to acid and resistant to electricity and fire, but have a weakness against positive energy similar to undead creatures. It is also more intelligent that other kinds of oozes, and are considered to be chaotic evil instead of neutral unlike other oozes.&lt;br /&gt;
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* Sentry Ooze (Template): An ooze that has been modified with magic to make it stronger and more intelligent so it can act a guardian for a dungeon.&lt;br /&gt;
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* Welp of Zargon: Those infected by [[Zargon]]&#039;s slime may transform into humanoid slime creatures.  They deal acid damage and can also infect people with Zargon&#039;s slime.  Creatures that get too close to one may be stunned by its horrific resemblance to its former self.&lt;br /&gt;
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===4th Edition===&lt;br /&gt;
* Slime Devil: A devil specializing in interrogation that is also an ooze. It engulfs people and asks them questions, inflicting psychic damage if they lie.&lt;br /&gt;
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* Abolethic [[Skum]]: Sometimes when an [[Aboleth]] enslaves someone, the process goes wrong and turns them into an ooze. Abolethic Skums are invisible while in water and have an aura that makes enemies vulnerable to psychic attacks.  It is a minion type enemy so it dies in one hit.&lt;br /&gt;
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===5th Edition===&lt;br /&gt;
* [[Oblex]]: Has the ability to create exact copies of anyone it has eaten except for the cord of slime attaching the copies to the oblex.&lt;br /&gt;
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===Pathfinder===&lt;br /&gt;
* Deathtrap Ooze: Reversing the ooze used as part of a trap gimmick, a deathtrap ooze &#039;&#039;is&#039;&#039; the trap. Able to transform into any trap with one or fewer moving part, a deathtrap ooze can pretend to be disabled and attack adventurers from the rear or attack the poor sap attempting to disable it outright, and that&#039;s assuming it&#039;s even found.&lt;br /&gt;
* Gunpowder Ooze: An ooze, made of gunpowder. Continuing the &amp;quot;guess the weakness&amp;quot; game above, it has vulnerability to fire but explodes and splits upon taking fire damage. It also coats people it attacks in gunpowder, making &#039;&#039;them&#039;&#039; liable to blowing up. The split and auto-combustion mean that this CR14 monster can be killed by nothing but two vials of alchemist fire creating a chain reaction of the split oozes blowing each other up. This means they&#039;re more living traps than anything.&lt;br /&gt;
* Hungry Flesh: An artifical ooze made of a huge pile of flesh. Thankfully they have very high nutritional needs (their own 3000 pound weight in food daily) so they&#039;ll quickly starve without support.&lt;br /&gt;
* Sapphire Ooze: A sapient, extraplanar, good aligned ooze that can talk?! This ooze can transform into living armor for a creature and buff things with saves against fear. Being the rare sapient ooze, they actually have a personality: [[Leeroy Jenkins|Overeager adventure seekers that often get into trouble themselves.]]&lt;br /&gt;
* Carnivorous Blob: Have you ever wanted to run a campaign based on the 80s version of “The Blob”? Use this, and accept no substitutes!&lt;br /&gt;
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===Slime Deities===&lt;br /&gt;
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* [[Juiblex]]: The demon lord of slimes and oozes.&lt;br /&gt;
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* [[Ghaunadaur]]: The god of slimes and oozes, who may or may not be the same being as Juiblex.&lt;br /&gt;
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* [[Zargon]]: An [[Elder Evils|Elder Evil]] associated with slimes.&lt;br /&gt;
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==Slimes in Dragon Quest==&lt;br /&gt;
The slime is the mascot of the Dragon Quest video game series. Basic slimes are blue raindrop shaped creatures with cute faces. They come in a wide number of variants. One such variant are metal slimes, which give huge rewards for defeating them but are ridiculously difficult to beat due to their defensive abilities and tendency to run away before you can do any significant damage. Due to how iconic they are, [[TVTropes]] uses Metal Slime as the trope name for rare enemies in games that are tough to beat but give huge rewards. Not all slimes in the Dragon Quest are enemies. Good slimes usually introduce themselves by saying &amp;quot;I&#039;m not a bad slime!&amp;quot;&lt;br /&gt;
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==That Time I Got Reincarnated as a Slime==&lt;br /&gt;
That Time I Got Reincarnated as a Slime is an [[Isekai]] light novel and [[anime]], about a normal Japanese man who dies and ends up in the body of a slime in a world resembling the Dragon Quest games. Slimes in this world are normaly unintelligent and weak monsters, but this slime happens to have the most broken ability in the world: the ability to copy the skills and form of whatever they eat. They befriend a powerful dragon and become the chief of a [[Goblin]] village, which they expand into a new nation. It is actually  surprisingly good by isekai standards.&lt;br /&gt;
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==[[Monstergirl]]s==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
Surprisingly, slimes have long been given the [[monstergirls]] treatment: Slime Girls (also known as Goo Girls) are typically not very smart, but very affectionate and horny, and their gelatinous bodies have a &#039;&#039;lot&#039;&#039; of kinky shit they can do in the bedroom. In the more restrained versions a slime will engulf a guy while milking him dry, giving him a full body hug. This frequently results in cum floating around in the slime&#039;s body, often going towards a the slime&#039;s &amp;quot;heart&amp;quot;, a core of a color that contrasts the body that is said to hold the slime&#039;s soul. It is often an erogenous zone [[/d/|because of course it is]]. In more extreme cases the slime will also penetrate the guy, engaging in stuff like sounding, or fucking him in the ass while he fucks her in the... well, [[Dark Eldar|everywhere is a hole for a Slime]]. There are also a few cases where [[vore]] starts to be involved, which would be a bit more true to nature for the slimes of D&amp;amp;D fame.&lt;br /&gt;
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===MGE Slimes===&lt;br /&gt;
The Slime is one of the most profuse species in the [[Monster Girl Encyclopedia]] so far, second only to the [[Succubus]] family in terms of diverse members. The slimes of the MGE were heavily influenced by the slimes of the popular fantasy gaming series &amp;quot;Dragon Quest&amp;quot;, with the Slime Queen and Slime Carrier in particular being derived from members of that series&#039; vast array of slimes.&lt;br /&gt;
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Your standard Slime in the MGE world is a dim-witted, happy-go-lucky aimless drifter that just squiggles around looking for a guy to sex. These stand out mostly via their blue coloration.&lt;br /&gt;
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The Red Slime, in comparison, is smarter and more aggressive.&lt;br /&gt;
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The green Bubble Slime has a unique chemical composition that causes her to constantly secrete bubbles of noxious-smelling gas. As a side-effect, she&#039;s no longer as sticky and cohesive as other slimes, making her grapples easier to escape. However, her substance is a powerful and addictive aphrodisiac, which eventually leaves her victim dependent upon regular ingestions of her drug-like mass. She was one of the first of the [[grimdark]] mamono.&lt;br /&gt;
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The purple Dark Slime is an extremely powerful succubus/slime hybrid native to Demon Realms. The only slime-girl in the MGE with a core (thus far), they&#039;re also smart and predatory; they have the unique ability to corrupt human women, transforming them into new Dark Slimes, via a process that basically involves enveloping the women in their body, orgasmically digesting her alive, and then reforming her as a new slime.&lt;br /&gt;
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Slime Queens are sometimes mistaken for normal slimes due to their being the same blue color. These slimes suffer a mutation that renders them incapable of physically dividing to reproduce like a normal slime; instead, they swell to massive proportions, and can manifest multiple slimegirl &amp;quot;bodies&amp;quot; from their central mass as they see fit, all of which are, of course, extensions of the slime&#039;s singular mind. The bigger she grows, the smarter she becomes. Kenkou Cross has asserted that there are actually Slime Queen variants for all of the standard slimes.&lt;br /&gt;
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Sea Slimes are jellyfish-girls who live in the ocean, and so lack the shapeshifting prowess of their standard cousins.&lt;br /&gt;
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Nureonagos are a Zipangu breed of slime whose name comes from a yokai that manifested as a soaking wet girl who comes wandering around on rainy nights. The Nureonago mamono is a slime with especially advanced mimicry abilities, allowing her to take the form of a solid human girl in clothes - but she can&#039;t deny her nature, and so always looks soaking wet.&lt;br /&gt;
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Likewise, the Shoggoth is a slime-girl maid who specializes in shapeshifting, specifically in extruding pseudopods and shaping them into tools to help her do her various chores.&lt;br /&gt;
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The Parasite Slime is a slime that can&#039;t take on a slime-girl form of its own, instead attacking human women and raping them until their mind breaks before using them as lures to attract human men to be their partners, turning them into the mindless fuck-puppets called &amp;quot;Slime Carriers&amp;quot;. This is one of the two slimes that compete for the title of &amp;quot;most fucked-up mamono in the MGE&amp;quot;.&lt;br /&gt;
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The Humpty Egg is the &#039;&#039;other&#039;&#039; slime contender. See, in the region of the MGE world known as &amp;quot;Wonderland&amp;quot;, there&#039;s a super-horny, busty and fluffy [[harpy]] species caled the Jubjub Bird. These harpies lay eggs, and if a man gets too close to an unhatched egg, there is a good chance that the unborn chick inside will become aware of his spiritual energies and react by &#039;&#039;bursting out of her shell as a horny [[loli]] slime-girl made of egg-guts&#039;&#039;, essential aborting herself to have sex faster. Consisting of a [[loli]] made up of goopy, semi-solid egg-yolk and surrounded by a malleable mass of egg-white they use to form the traditional slime pseudopods. These slimes actually lay eggs when they get pregnant, which usually hatch into new Jubjubs, but are more likely than &amp;quot;normal&amp;quot; Jubjub eggs to turn into Humpty Eggs. This species was met with considerable outcry when it was released, with even many [[loli]] fans going &amp;quot;seriously, dude, this is going too far!&amp;quot; (Was this supposed to be Rule 34 of Sanrio&#039;s Gudetama? If it is then it may be even more sick. Poor Gudetama! He doesn&#039;t deserve this.)&lt;br /&gt;
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===Gallery===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:MGE Slime.jpg|A normal slime.&lt;br /&gt;
File:MGE Red Slime.jpg|A red slime.&lt;br /&gt;
File:MGE Bubble Slime.jpg|A bubble slime.&lt;br /&gt;
File:MGE Dark Slime.jpg|A dark slime.&lt;br /&gt;
File:MGE Slime Queen.jpg|A Slime Queen.&lt;br /&gt;
File:MGE Shoggoth.jpg|A [[Shoggoth]].&lt;br /&gt;
File:MGE Nureonago.jpg|A Nurenago.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category:Dungeons &amp;amp; Dragons]][[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2602:306:B88B:FB60:39CA:1953:7B65:6BC4</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Gnoll&amp;diff=232375</id>
		<title>Gnoll</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Gnoll&amp;diff=232375"/>
		<updated>2019-10-21T00:07:18Z</updated>

		<summary type="html">&lt;p&gt;2602:306:B88B:FB60:39CA:1953:7B65:6BC4: /* Culture */&lt;/p&gt;
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&lt;div&gt;[[File:4e Gnoll Warriors.jpg|400px|thumb|right|Something you really don&#039;t want to see when adventuring.]]&lt;br /&gt;
In order to sate the eternal hunger of [[Adventurer|murderhobos]] for fresh faces to kill and loot from, [[Dungeons &amp;amp; Dragons]] has created many, many different races. The humble Monstrous Humanoids have long made up the bulk of these doomed souls; sapient enough to have plans beyond simply skulking in a hole in the ground and waiting to pounce, yet inhuman enough to be butchered without guilt, they are truly the backbone of the classic hack-and-slash game. Some of these have even surpassed their humble origins, achieving a level of player interest that has sown demands for portrayals beyond sword-fodder roles. [[Kobolds]], [[Goblins]], [[Orcs]], even [[Ogre]]s have all managed to attain a notoriety and a connection with D&amp;amp;Ders that has seen attempts to raise them up from the mud.&lt;br /&gt;
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And then there are races who haven&#039;t been so fortunate. The gnoll is one of them.&lt;br /&gt;
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Born way back in [[Dungeons_%26_Dragons#Basic_Dungeons_.26_Dragons|Basic Dungeons &amp;amp; Dragons]] - they were actually in the White Box, released back in 1974, gnolls were originally a jokey monster, said to be the result of crossbreeding a [[gnome]] with a [[troll]]. But, come [[Advanced Dungeons &amp;amp; Dragons]], people realized that this was really too stupid for words, so they were instead changed into a hyena-based beast-man race. They were given a rather slap-dash generic evil humanoid lore, with about the most notably things being a profound laziness that leads to a reliance on slavery, and a particular fondness for cannibalism. Because nothing makes your adventurers feel more heroic than kicking the shit out of people who brutally force others to work for them until they drop and then eat them alive.&lt;br /&gt;
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And we&#039;re not joking about the slap-dash efforts. Seriously, look at the difference in the AD&amp;amp;D MM manuals for the [http://www.lomion.de/cmm/gnoll.php  Gnoll], [http://www.lomion.de/cmm/orc.php Orc] and [http://www.lomion.de/cmm/sahuagin.php Sahuagin]; the [[Orc]] and [[Sahuagin]] entries are at least twice as long.&lt;br /&gt;
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Despite all this, gnolls have managed to claw out a niche for themselves in D&amp;amp;D; having been there in every edition, and even in its [[Pathfinder]] spin-off, gnolls don&#039;t look to be going anywhere anytime soon.  And a few settings, most-notably [[Eberron]] and [[Wicked Fantasy]], have at least &#039;&#039;attempted&#039;&#039; to round them off a little. &lt;br /&gt;
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Unfortunately, they don&#039;t look to getting more mainstream any time soon.  The 5e Monster Manual outright says gnolls, unlike other monster races, &#039;&#039;are&#039;&#039; just born bad, due to the demonic influence of their creator Yeenoghu.  And authors for 5th edition&#039;s &amp;quot;Volo&#039;s Guide to Monsters&amp;quot;, the 5e analogue to a Monster Manual 2/Complete Book of Humanoids hybrid, felt it necessary to explicitly call out that gnolls will not be a PC race option, due to being &amp;quot;too demonic&amp;quot;... despite the fact that they had a PC writeup in the previous edition, which is where they stole the &amp;quot;Gnolls are direct creations of Yeenoghu&amp;quot; lore from.&lt;br /&gt;
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==Physiology==&lt;br /&gt;
As mentioned above, gnolls, pronounced &#039;Noll&#039; as the G is silent, are hyena-based beast-men, so they resemble humanoid creatures with clawed fingers and the tails, pelts and heads of hyenas. Exactly which aspect of their physiology dominates, the man or the beast, depends on edition and to an extent on setting; their original AD&amp;amp;D art makes them very humanoid, but later editions have made them more feral, with typically hunched back, longer arms, and shorter legs, leading to a more primal, ape-like body-stance. They also have gone from human-like legs to more digitigrade legs, complete with paws in lieu of feet. &lt;br /&gt;
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In some settings, such as the [[Wicked Fantasy]] setting, it&#039;s stated that gnolls can actually move around more quickly and easily on all fours, furthering their &amp;quot;primalness&amp;quot;.&lt;br /&gt;
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Gnolls typically are portrayed with features akin to the spotted hyena, the largest, most aggressive and sociable of hyena species, most notably the pelt coloration. In 3.5&#039;s Monster Manual IV, 4e&#039;s Playing Gnolls, and Pathfinder&#039;s Monster Codex, it&#039;s stated that female gnolls are actually larger and more aggressive than males, which is another trait iconic of the spotted hyena.&lt;br /&gt;
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==Gallery==&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Gnoll ODnD.png|The very first depiction of the gnoll, as a rather [[hobgoblin]]-like creature.&lt;br /&gt;
File:Gnoll ADnD.png|The first depiction of gnolls as the now-iconic hyena [[beastfolk]].&lt;br /&gt;
File:Gnoll 2nd ADnD.png&lt;br /&gt;
File:1993 gnoll.jpg|The first ever color picture of a gnoll, done by [[Tony DiTerlizzi]].&lt;br /&gt;
File:Gnoll 3rd.png&lt;br /&gt;
File:PF Gnoll Pack.jpg&lt;br /&gt;
File:Gnoll Family Photo.jpg&lt;br /&gt;
File:4e Gnoll Raid.png&lt;br /&gt;
File:4e Gnoll Savages.jpg&lt;br /&gt;
File:4e Gnoll Warriors.jpg&lt;br /&gt;
File:Gnoll 5e.png&lt;br /&gt;
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==Culture==&lt;br /&gt;
[[File:4e Gnoll Raid.png|400px|thumb|right|Gnolls doing what gnolls do best.]]&lt;br /&gt;
In a word, primitive. Gnolls tend to be described as lazy and feral creatures, relying mostly on slavery, banditry and bloody raids to fashion themselves with labor, food and weapons. They&#039;re more likely to be described as nocturnal, in recent days, and often their barbarity is tied into their worship of malevolent deities - see Religion below. Cannibalism and scavenging are also huge in their culture, if only because they&#039;re both obligate carnivores and shamelessly lazy. &lt;br /&gt;
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In general, though, they&#039;re fairly one-dimensional bad guys, with little characterization beyond basically being bigger, tougher, fuzzier humanoids. About the only exception to their general cookie-cutter evil humanoid fluff is this: despite their propensity towards evil, gnolls are strongly pack-orientated. Whilst they may struggle for position in the pack, to an extent depending on the sourcebook, they always unite together to defend themselves against anyone not in the pack. This doesn&#039;t mean all other gnolls are treated as allies however; if you&#039;re not directly part of the pack, you&#039;re meat, and race has nothing to do with it. Packs sometimes unite to form larger tribes, or rampaging hordes.&lt;br /&gt;
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So, yeah, not exactly brimming with fluff. In general, character development has tended to pass gnolls by...But not always. Gnolls have actually been playable for a long time, and eventually somebody was bright enough to realize that if this is the case, then a more nuanced depiction is probably in order. Perhaps the first real example of this was in the generic 3.5 sourcebook &amp;quot;Races of the Wild&amp;quot;, which explains that some of the nomadic tribes have turned their backs on their evil nature; these gnolls are described as being akin to the barbaric human tribes of the same regions, with &amp;quot;harsh but fair&amp;quot; moral codes, an extremely strong sense of loyalty (&amp;quot;to name someone your pack-brother is to give them your trust for life&amp;quot;), a love of hunting, a strong sense of curiosity, and a powerful driving wanderlust.&lt;br /&gt;
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Not a lot of fluff, true, but leaps and bounds better than what they had before. Of course, even before this, the [[Forgotten Realms]] had semi-civilized gnolls who had been integrated into the lands of [[Thay]], where they were basically &#039;&#039;the&#039;&#039; go-to race for personal guards and even the city watch! And this was all the way back in the [[Advanced Dungeons &amp;amp; Dragons]] 1st edition splatbook &amp;quot;Dreams of the Red Wizards&amp;quot;.&lt;br /&gt;
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[[Eberron]], of course, shook things up a lot further. Eberronian gnolls proliferate in the monster kingdom of [[Droaam]], which is dedicated to giving &amp;quot;standard monsters&amp;quot; their own civilization. These gnolls follow the Pact of Znir; a young code of civilization that they collectively agreed to. Casting off their former worship of the [[Lords of Dust]], and cementing their dedication to change by shattering their former clan-totems in a holy gathering spot, the Znir Pact Gnolls make a living for themselves as a culture dedicated to mercenary work; staunchly neutral to the political machinations plaguing the fledgeling nation, and strictly refusing to ever fight each other, the Gnoll Brotherhood essentially forms the primary stabilizing influence of Droaam. In many ways, they&#039;re the closest thing that the warlords, clans and tribes of this anarchic domain have to a peacekeeping force, making the gnoll tribes roughly analogous to the Sentinel Marshals maintained by House Deneith. Thanks to their alliances with House Tharashk, Znir gnolls have become increasingly common outside of Droaam as mercenaries, rangers, bounty hunters, wilderness guides and even manual laborers, all of which means that whilst they still make most &amp;quot;humanoids&amp;quot; uneasy, they are accepted in &amp;quot;polite&amp;quot; civilization and becoming increasingly welcome.&lt;br /&gt;
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But the king of transformations was found, ironically, in 4th edition. Issue #367 of [[Dragon Magazine]] featured the article &amp;quot;Playing Gnolls&amp;quot;, which gave them the most nuanced depiction they&#039;ve ever had. Describing them as descended from hyenas who had been force-fed fiends by [[Yeenoghu]] to create his own race of worshippers, this article portrays gnolls as a race torn between their demonic and their primal aspects; inclined towards savagery, but capable of choosing good. These non-evil gnolls are still inclined towards a tribalistic and often nomadic existence; their strong hyena instincts give them both powerful pack mentality and a natural love of hunting, and as such they&#039;re not exactly drawn to the agrarian lifestyle. These strong bestial aspects heavily color most aspects of gnoll society.&lt;br /&gt;
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For example, whilst intensely loyal to their kith and kin, and hating to be alone, gnolls are also a hierarchy-driven race who feel driven to assert themselves in order to establish just where they fit into the pecking order. This makes gnolls seems rather aggressive to more &amp;quot;civilized&amp;quot; races, as they consider intimidation to be less an inherently hostile act and more part of the natural flow of social interaction. For example, a gnoll would never make a request when instead a demand or a firm statement is reasonable - &amp;quot;What do you want?&amp;quot; instead of &amp;quot;Can I help you?&amp;quot; This doesn&#039;t make them any less strong team players, and they will always set aside thoughts of personal glory in favor of helping their comrades, it just means that they also find it important to establish a clear line of dominance.&lt;br /&gt;
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Another example of their bestial impulses is that their scavenger&#039;s instincts manifest particularly as a love of taking trophies to remember great achievements or worthy foes by. This can be everything from taking direct pieces of a fallen foe (horns, teeth, claws, weapons) to more abstract; a gnoll may carry small strips of cloth used to dab up the blood of worthy kills, so she can sniff the blood and let it remind her of how she won them, or she may take pieces of their armor and attach it to her own.&lt;br /&gt;
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In the [[Nentir Vale]], gnolls who choose not to run with &amp;quot;the Butcher&#039;s Brood&amp;quot; (Yeenoghu&#039;s loyalists) usually turn to worshipping the [[Primal Spirits]], but may also chose deities that they find particularly appropriate, such as [[Melora]], [[Kord]], and the [[Raven Queen]]. They&#039;re also matrilinear and egalitarian, following the leadership of the strongest gnoll in the clan regardless of their sex - and in many clans, it&#039;s the women who grow bigger and stronger than the men. It&#039;s implied these aspects even hold true for the demon-worshipping gnolls.&lt;br /&gt;
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All in all, this 4e article really provided a deep and invested look at gnollish culture, really making them stand out as a race that can be used for PCs, allies and enemies alike.&lt;br /&gt;
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5e, in contrast, returned the Gnolls to their AD&amp;amp;D roots as a &amp;quot;monster race&amp;quot;, trying to make them stand out from the other evil humanoids by focusing intensely on their demonic taint. Gnolls are freakish abominations in 5e, originally born from hyenas that mutated by scavenging from the kills of Yeenoghu, they don&#039;t even breed on their own in this edition, instead spawning from within flesh-gorged hyenas that accompany their packs. They&#039;re so tainted by their demonic lineage that not only are they prone to grotesque mutations, such as sprouting vestigial twins or mushrooms or maggots from their flesh, drooling caustic slime, or possessing black fangs or glowing eyes, but their fiendish presence actually causes supernatural evils to manifest in communities ahead of them. In fact, according to &#039;&#039;Volo&#039;s Guide to Monsters&#039;&#039;, each and every gnoll has a direct mental link to Yeenoghu&#039;s endless hunger, and what little sapience it has revolves entirely around the desperate mad need to feed its progenitor through carnage and consumption.  However, in the &#039;&#039;Out of the Abyss&#039;&#039; adventure, there are a few helpful gnoll characters that the player can run into, though for one of them the explanation for why he isn&#039;t evil is because he is has a form of madness and will immediately turn evil again if the players cure him.&lt;br /&gt;
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One of the oddest interpretations of gnoll culture can probably be found in the Dach&#039;youn of [[Wicked Fantasy]], which runs off of Pathfinder rules. These gnolls are a relatively peaceful Stone Age tribal culture with a heavy focus on the collective good. Rarely gathering in groups bigger than a dozen, the dach&#039;youn are led by a pack alpha and beta (usually male and female, respectively, although skill matters more to them than gender). That said, they are matrilinear, tracing descent through the mother - this is because they don&#039;t practice monogamy, so a new mother has no way of knowing which of the many males she banged at the last ou&#039;chala (a celebration-based meeting of packs that occurs every 90 days, which is when dach&#039;youn seek sexual partners) actually knocked her up. They are nocturnal, shunning the sun as a cruel and evil god who wants to wipe out all life, and worshipping the six moons of their world as benevolent and caring protective goddesses. Also, they really, really love mud baths, as much for the sheer fun of slopping around in the mud as for the practicality that it keeps them cool and kills parasites that might be infesting their fur.&lt;br /&gt;
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===Gender Roles===&lt;br /&gt;
Gnolls have had an erratic, shifting field of lore when it comes to gender roles.&lt;br /&gt;
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To begin with, in AD&amp;amp;D, they were given the same &amp;quot;abusively patriarchal&amp;quot; fluff as just about every other evil tribal humanoid race ([[orc]]s, [[goblin]]s, etc) - which, as anyone who&#039;s read up on hyenas knows, is a case of badly screwing up your research; spotted hyenas are abusively &#039;&#039;matriarchal&#039;&#039;, the other species are more egalitarian.&lt;br /&gt;
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In 3rd edition, the topic wasn&#039;t really mentioned, until the Monster Manual IV presented a far more in-depth approach to gnollish ecology and society. This source stated that gnolls are actually matriarchal, and that the pack is always ruled by an alpha female. Rank is still based on the principle of &amp;quot;might makes right&amp;quot;, and males can hold any high rank that isn&#039;t absolute ruler, but males will usually face more frequent challenges, and females are physically superior - averaging about half a foot in height and fifty pounds in weight on their menfolk.&lt;br /&gt;
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4th edition states that gnolls are matrilinear (descent is traced through the mother), but egalitarian; males and females do just about everything the same, and leadership depends on strength rather than what&#039;s between their legs. That said, it also notes that in many clans, female gnolls are the larger gender, which gives an inferral that many clans function in an incidental matriarchal fashion by simple &amp;quot;rule of might&amp;quot;. In fact, the entry, given its distinctive title of &amp;quot;Gender Issues&amp;quot;, reads as follows:&lt;br /&gt;
::&#039;&#039;The physical build of a female gnoll is almost identical to that of its male counterpart, and in many clans the females are larger than the males. As a rule, it is difficult for a member of another race to tell the gender of a gnoll unless it’s pregnant or actively nursing. Females and males are equally aggressive, and both males and females actively take part in hunting. Although the leader of the clan is typically the strongest gnoll (male or female), lineage is usually traced through the mother. Because of the difficulty involved in identifying the gender of a gnoll, there are folktales based around the idea that gnolls are hermaphrodites or can change their gender; however, neither of these things are true.&#039;&#039;&lt;br /&gt;
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Weirdly, Pathfinder has flip-flopped on the issue, despite changing the gnoll&#039;s primary religion from [[Yeenoghu]] to [[Lamashtu]] (largely due to the fact that the former is exclusive intellectual property of WoTC.) In the early sourcebook &amp;quot;Classic Monsters Revisited&amp;quot;, gnolls are very much patriarchal; a female gnoll who fails to become either a mother or a cleric of Lamashtu by age 15 is eaten, whilst all a male gnoll has to do to prove worthy of life is to have brought back at least 20 pounds of meat by the age of 12. Whilst sexually desirable (to other gnolls), Lamashtu clerics are also politically inferior to the (male-exclusive) shamans. Then, in the later &amp;quot;Monster Codex&amp;quot;, we&#039;re told that gnolls are matriarchal, in no small part because their larger stature and greater aggression &amp;amp; cunning gives them an edge in their cutthroat might-makes-right culture; this is see as proof of Lamashtu&#039;s blessing of the gnoll race.&lt;br /&gt;
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==Religion==&lt;br /&gt;
In [[Dungeons &amp;amp; Dragons]], gnolls traditionally worship a [[Demon Prince]] named [[Yeenoghu]], the Beast of Butchery. In the earliest editions, they originally worshiped the god [[Gorellik]], a giant hyena-like lesser member of the [[Giant]]&#039;s pantheon, but not only could he not claim to be their creator,(who is, is never explained) he was such a lazy, disinterested, stupid god that Yeenoghu was able to steal the gnolls away from him and he never even noticed. In 4th and 5th edition, gnolls were directly tied to Yeenoghu and given status as his creations; a fusion of demon and hyena that he engineered in 4e, and hyenas that spontaneously transformed after scavenging from his kills in 5e. This, incidentally, also gives them a religiously motivated hatred for [[minotaur]]s, as &#039;&#039;their&#039;&#039; patron [[Demon Prince]], [[Baphomet]], is a bitter rival of Yeenoghu&#039;s.&lt;br /&gt;
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Some obscure fluff in [[Advanced Dungeons &amp;amp; Dragons]] says that the gnolls once had their own pantheon, but their gods have perished. The only other gnollish deity ever named in D&amp;amp;D history was [[Refnara]] the Moon-Biter, a gnollish lunar goddess with provenance over fear who only made a single appearance; in the adventure “To Bite the Moon” in [[Dungeon Magazine]] #48.&lt;br /&gt;
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In 3.5&#039;s MMIV, it&#039;s stated that the gnolls reconcile worshipping a male Demon Prince with their own principles of matriarchal leadership in that the female pack-leaders view Yeenoghu as the ultimate male, the perfect mate for a female gnoll to acquire - IF she can prove herself worthy.&lt;br /&gt;
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In [[Pathfinder]], gnolls worship [[Lamashtu]], a [[Demon Prince]] turned full-fledged evil goddess of monsters, mutations and misbirths, who they claim literally gave birth to them. Ironically, this leads to them having better relationships with [[minotaur]]s, who also claim to be children of Lamashtu.&lt;br /&gt;
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In [[Wicked Fantasy]], dach&#039;youn fear the sun as a creator god who, alongside his nameless wife, created the world and all life, but then grew angry with them and now wants to destroy the world, having murdered his wife when she tried to stop him. Consequently, they refuse to honor him, instead regarding him as a cruel and merciless monster to be feared. Instead, they worship the moons as a set of six or seven (there&#039;s actually only six moons, but many gnolls believe that the &amp;quot;moonless nights&amp;quot; that occur every 85 days are actually guarded by a black moon) goddesses; these Kachta, the sun&#039;s daughters, angrily chase him away every night, forestalling his plans to destroy the world each day. The Sister Moons are Cha&#039;ppa (The Swift Red Moon), Hav&#039;ha (The Deadly Silver Moon), Gu&#039;sha (The Wise Blue Moon), Gur&#039;gha (The Enduring Green Moon), Or&#039;gha (The Cunning Yellow Moon), Sh&#039;va (The Lovely Violet Moon) and Vax (The Black Moon).&lt;br /&gt;
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==Family Tree==&lt;br /&gt;
Though usually ignored, there are a few different branches of the family tree.&lt;br /&gt;
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&#039;&#039;&#039;Flinds&#039;&#039;&#039; are the most well-known branch, having appeared in the editions on and off throughout the years. Originally introduced for AD&amp;amp;D 1e as part of the Fiend Folio, Flinds were conceived of as smaller and less imposing, but smarter, gnoll-kin. They were the more rational and reasonable gnoll-kin, and had a dedicated [[Dragon Magazine]] article, &amp;quot;The Sociology of the Flind&amp;quot;, in issue #173. They&#039;re mostly remembered for being cannibalistic (&amp;quot;flind&amp;quot; apparently means &amp;quot;eater of gnolls&amp;quot; in the gnoll tongue) and for wielding &#039;&#039;solid-iron nunchuks&#039;&#039; called &amp;quot;flindbars&amp;quot;, which gave them the aggravatingly cheap ability to force your PCs to save vs. wands in AD&amp;amp;D to avoid having their weapons yanked out of their hands. When 3rd edition rolled around, flinds didn&#039;t reappear until the Monster Manual 3, where their character was reversed - they became bigger, stronger, tougher and even &#039;&#039;nastier&#039;&#039; versions of the common gnoll, although they were still smarter. 4th edition preserved this, although it obscured their return in Dragon #369 as the &amp;quot;Havoc Gnolls&amp;quot;. In 5th edition, flinds didn&#039;t appear until Volo&#039;s Guide to Monsters, where they essentialy became the gnollish equivalent of [[Blackguard]]s; demon-blessed champions of [[Yeenoghu]] specially selected to lead gnollish warbands.&lt;br /&gt;
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&#039;&#039;&#039;Ghuuna&#039;&#039;&#039; are a gnollish [[therianthrope]] subspecies introduced in Dragon #89, gifted with the power to turn into hyenadons (or dire hyenas, in more modern interpretations); they could spread this amongst their own race like lycanthropy, but rarely did so, as they revelled in being special. Ghuunas never really caught on.&lt;br /&gt;
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&#039;&#039;&#039;Shoosuva&#039;&#039;&#039; are undead demons born from gnollish souls, who first appeared in Dragon #63 - as part of the very first elaboration on gnollish culture and mentality. They are described as resembling huge, emaciated hyenadons glowing with eerie yellow light, and possess [[ghoul]]-like abilities, such as paralytic attacks. They mostly went ignored afterwards; a 3e translation finally arrived in [[Dungeon Magazine]] #112. Volo&#039;s Guide to Monsters saw them promoted to their first ever official splatbook appearance, although with a few tweaks - like the loss of their paralytic attacks in favor of a toxic tail stinger.&lt;br /&gt;
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==Reproduction==&lt;br /&gt;
Given the dearth of details on gnollish culture, and the rather limited focus of what we&#039;re told, it should be of no surprise that we don&#039;t know much of how gnolls produce the next generation.&lt;br /&gt;
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In AD&amp;amp;D&#039;s Monstrous Manual, we are informed that in a gnoll pack there will be &amp;quot;half as many females as males&amp;quot; and &amp;quot;twice as many gnoll pups as there are adults&amp;quot;.&lt;br /&gt;
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In 3.5&#039;s Monster Manual IV, we get some fuller details; female gnolls mate with any male that catches their attention as a worthy specimen (whether the male&#039;s thoughts on the matter are taken into account are not stated), but form no lasting bonds. They give birth to litters of 2-4 pups after a 6 month pregnancy, and usually these are then abandoned to the care of wetnurses and slaves in the pack&#039;s current creche. Infant gnolls are utterly helpless for the first 8 weeks of their life, doing little but suckle and sleep, but after that two month infancy, begin to drastically grow, putting on muscle and weaning to feed on meat. Still, whilst kept separate from the suckling pups, these youngsters are kept segregated for the first two years of their life; until they hit adolescence at that age, they risk being cannibalized by the adult gnolls.&lt;br /&gt;
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Pathfinder&#039;s &amp;quot;Classic Monsters Revisited&amp;quot; states that gnolls give birth to litters of 3-5 pups, who become &amp;quot;dangerous&amp;quot; by 3 years old and fully grown adults by the age of 8; female gnolls become reproductively mature at any point between the ages of 10 and 18 years.&lt;br /&gt;
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4e&#039;s &amp;quot;Playing Gnolls&amp;quot; mentions only that gnoll pups become aggressive at a very young age - as in, as soon as they can walk, they tend to find tight places where they can viciously fight each other, and that the high infant mortality rate these battles (which are often fought to the death, or just inflict such severe wounds that one or more participants die) inflict is partly why gnolls aren&#039;t as common as, say, [[orc]]s.&lt;br /&gt;
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In 5e, gnolls don&#039;t reproduce at all. Their shamans, the Fangs of Yeenoghu, can inflict a demonic taint upon the corpses of sapient beings; hyenas that devour such corpses are transformed into new gnolls. Thus, they are constantly seeking battle in order to replace their own casualties.&lt;br /&gt;
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==Dungeons &amp;amp; Dragons Racial Stats==&lt;br /&gt;
[[File:Gnoll Archer.jpg|400px|thumb|right|This girl is not feeling like putting up with your shit today.]]&lt;br /&gt;
Gnolls have had playable stats in 1e (via The Orcs of Thar, though that may have been during their &amp;quot;gnome-troll&amp;quot; days), AD&amp;amp;D (via the Complete Book of Humanoids), D&amp;amp;D 3e (via the Monster Manual, Races of the Wild, Unapproachable East and Savage Species) and 4e (via [[Dragon Magazine]] #367). Flinds had playable stats in only AD&amp;amp;D (CBoH) and D&amp;amp;D3.5 (MM3).&lt;br /&gt;
&lt;br /&gt;
===Basic Dungeons &amp;amp; Dragons===&lt;br /&gt;
::Gnoll Ability Modifiers: +1 Strength, +1 Dexterity, -2 Wisdom&lt;br /&gt;
::Gnoll Minimum Strength: 13&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Gnoll has racial ability score caps of 18 in all scores bar [[Intelligence]] and [[Wisdom]], which are capped at 16.&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Gnoll determines its [[Charisma]] score for interacting with [[human]]s and [[demihuman]]s by dividing its Charisma score by 3 (rounding down) and subtacting the result from 9.&lt;br /&gt;
::Gnoll Natural Armor Class: 8&lt;br /&gt;
::Can become [[Shaman]]s (6th level) and [[Wokani]] (4th level).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!Gnoll&#039;s&#039;s level || XP Required || Gnoll&#039;s hit dice&lt;br /&gt;
|-&lt;br /&gt;
|Teenager (-1)||-1,000||d8&lt;br /&gt;
|-&lt;br /&gt;
|0||0||2d8&lt;br /&gt;
|-&lt;br /&gt;
|1||1,000||3d8&lt;br /&gt;
|-&lt;br /&gt;
|2||3,000||4d8&lt;br /&gt;
|-&lt;br /&gt;
|3||7,000||-&lt;br /&gt;
|-&lt;br /&gt;
|4||15,000||5d8&lt;br /&gt;
|-&lt;br /&gt;
|5||31,000||6d8&lt;br /&gt;
|-&lt;br /&gt;
|6||63,000||7d8&lt;br /&gt;
|-&lt;br /&gt;
|7||129,000||-&lt;br /&gt;
|-&lt;br /&gt;
|8||259,000||8d8&lt;br /&gt;
|-&lt;br /&gt;
|9||519,000||+2 Hit Points&lt;br /&gt;
|-&lt;br /&gt;
|Subsequent||300,000||+2 Hit Points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the above doesn&#039;t tickle your fancy, you can try playing a Gruugrakh Gnoll, a gnoll originating from the land of Graakhalia, a kingdom in the caverns beneath the Plain of Fire. In this land of dangerous creatures, harsh landscapes and deadly plants, which may have its origins with the ancient efforts of the ancestral [[Shadow Elf|Shadow Elves]] to survive the Great Rain of Fire, gnolls have formed a long-term alliance with [[elves]] of the Sheyallia tribe, rising to a strict, honorable level of civilization. In fact, they have advanced so far that they even have developed an innate affinity for magic!&lt;br /&gt;
&lt;br /&gt;
Thus, to play a Gruugrakh Gnoll, use the [[Elf]] class, save for the following changes:&lt;br /&gt;
* At character creation, gain +1 [[Strength]] and [[Dexterity]], but suffer -2 [[Wisdom]].&lt;br /&gt;
* [[Intelligence]] maxes out at 16.&lt;br /&gt;
* Requires a minimum [[Strength]] of 13.&lt;br /&gt;
* Rolls a 1d8 for hit points instead of the normal elven 1d6.&lt;br /&gt;
* Cannot advance past 9th level.&lt;br /&gt;
* Natural AC is 8.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can just use the gnoll stats above, but Gruugrakh gnolls are twice as likely to become spellcasters compared to standard gnolls (1 in 10 vs 1 in 20), so becoming a Shaman, a Wokani, or a dual-classed Shaman-Wokani, is perfectly justified for a PC.&lt;br /&gt;
&lt;br /&gt;
Gruugrakh Gnolls appeared in the box set &amp;quot;Champions of Mystara&amp;quot; for BECMI. Specifically, they&#039;re covered in the Explorer&#039;s Manual [[splatbook]] that comes with that boxed set.&lt;br /&gt;
&lt;br /&gt;
===Advanced Dungeons &amp;amp; Dragons===&lt;br /&gt;
====Gnoll====&lt;br /&gt;
::Ability Score Modifiers: +1 Strength, -1 Dexterity&lt;br /&gt;
::Ability Score Minimums and Maximums: Minimum Strength of 6, Minimum Dexterity of 5, Minimum Constitution of 5, Maximum Intelligence of 14, Maximum Wisdom of 16, Maximum Charisma of 14&lt;br /&gt;
::Hit Point Modifier: +2 HP at first level&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Special Disadvantage: Gnolls take damage as Large creatures&lt;br /&gt;
::Monstrous Traits: Appearance, Bestial Habits&lt;br /&gt;
::Weapon Proficiencies: Battle-Axe, Long Composite Bow, Morningstar, Two-handed Sword, Any Polearm&lt;br /&gt;
::Non Weapon Proficiencies: Animal Training (Hyenodon), Close-Quarter Fighting, Hiding, Hunting, Observation, Tracking, Wild Fighting&lt;br /&gt;
&lt;br /&gt;
====Flind====&lt;br /&gt;
::Ability Score Modifiers: +1 Strength, -1 Charisma&lt;br /&gt;
::Ability Score Minimums and Maximums: Minimum Strength of 8, Minimum Dexterity of 6, Minimum Constitution of 6, Maximum Intelligence/Wisdom/Charisma of 16.&lt;br /&gt;
::Natural Armor Class: 10&lt;br /&gt;
::Special Advantage: When wielding a Flindbar, enemies hit must make a Save vs. Wands; failure means their weapon is entangled and yanked out of their grip. &lt;br /&gt;
::Monstrous Traits: Appearance, Bestial Habits&lt;br /&gt;
::Weapon Proficiencies: Club, Flindbar, Glaive, Long Bow, Long Sword&lt;br /&gt;
::Non Weapon Proficiencies: Animal Lore, Close-Quarter Fighting, Danger Sense, Direction Sense, Endurance, Fortune Telling, Local History, Looting, Hunting, Intimidation, Reading/Writing, Religion, Spellcraft, Weaponsmithing&lt;br /&gt;
&lt;br /&gt;
===Dungeons &amp;amp; Dragons 3.x===&lt;br /&gt;
====Gnoll====&lt;br /&gt;
::Ability Score Modifiers: Strength +4, Constitution +2, Intelligence -2, Charisma -2&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Base Land Speed: 30 feet&lt;br /&gt;
::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0.&lt;br /&gt;
::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot.&lt;br /&gt;
::Racial Feats: 1 feat of choice.&lt;br /&gt;
::+1 Natural Armor Bonus&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Favored Class: Ranger&lt;br /&gt;
::Level Adjustment: +1 level.&lt;br /&gt;
&lt;br /&gt;
====Flind====&lt;br /&gt;
::Ability Score Modifiers: +6 Strength, +2 Dexterity, +4 Constitution&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Base Land Speed: 30 feet&lt;br /&gt;
::Racial Hit Dice: two levels of humanoid, which gives 2D8 HD, BAB +1, Fort +3, Ref +0 and Will +0.&lt;br /&gt;
::Racial Skills: 5*(2+Int modifier), class skills are Listen and Spot.&lt;br /&gt;
::Racial Feats: 1 feat of choice.&lt;br /&gt;
::+2 Natural Armor Bonus&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Weapon Familiarity (Flindbar) - Flindbars are Martial weapons for Flinds, rather than Exotic.&lt;br /&gt;
::Flinds receive a +2 racial bonus to Charisma checks made to influence Gnolls.&lt;br /&gt;
::Favored Class: Ranger&lt;br /&gt;
::Level Adjustment: +2 levels.&lt;br /&gt;
&lt;br /&gt;
===Dungeons &amp;amp; Dragons 4e===&lt;br /&gt;
::Ability Scores: +2 Constitution, +2 Dexterity&lt;br /&gt;
::Size: Medium&lt;br /&gt;
::Speed: 7 squares&lt;br /&gt;
::Vision: Low-light&lt;br /&gt;
::Languages: Abyssal, Common&lt;br /&gt;
::Skill Bonuses: +2 Intimidate, +2 Perception&lt;br /&gt;
::Blood Fury: While you’re bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.&lt;br /&gt;
::Pack Attack: You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.&lt;br /&gt;
::Ferocious Charge: You can use ferocious charge as an encounter power.&lt;br /&gt;
&lt;br /&gt;
Ferocious Charge Gnoll Racial Power&lt;br /&gt;
::&#039;&#039;You lunge toward the enemy and, with a tirade of curses, unleash the wrath of Yeenoghu upon your hapless foe.&#039;&#039;&lt;br /&gt;
::Encounter&lt;br /&gt;
::Standard Action Personal&lt;br /&gt;
::Effect: You charge, and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and 6 at 21st level. If you are bloodied, double the extra damage and gain an equal number of temporary hitpoints.&lt;br /&gt;
&lt;br /&gt;
Heroic Tier Feats&lt;br /&gt;
Any feat in the following section is available to a character of any level who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Butcher’s Lure&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You can use ghost sound as an at-will ability and gain a +2 feat bonus to Bluff checks when using ghost sound to mimic specific people or sounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Carrion Eater&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You receive a +4 feat bonus to saving throws against poison and Endurance checks made to resist disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Claw Fighter&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You possess vicious claws, which you can use as weapons with a +3 proficiency bonus and 1d6 damage. For purpose of powers and feats, you can treat your claws as light blades, and you are considered to have a weapon in each hand. You cannot enchant your claws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gnoll Tracker&#039;&#039;&lt;br /&gt;
::Prerequisite: Gnoll&lt;br /&gt;
::Benefit: You gain a +5 feat bonus to Perception checks made to track and to Insight checks made to penetrate an illusion or disguise. You can use this bonus during a skill challenge if you can convince the DM that scent is relevant to the check.&lt;br /&gt;
&lt;br /&gt;
Paragon Feats&lt;br /&gt;
Any feat in the following section is available to a character of 11th level or higher who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fierce Charge&#039;&#039;&lt;br /&gt;
::Prerequisites: 11th level, gnoll, ferocious charge racial power&lt;br /&gt;
::Benefit: When you use your ferocious charge power, you can choose to make an at-will melee attack instead of a melee basic attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swift Bite&#039;&#039;&lt;br /&gt;
::Prerequisite: 11th level, gnoll&lt;br /&gt;
::Benefit: When you bloody a foe, you can choose to deal an extra 1d6 + Strength modifier damage with a bite against the target.&lt;br /&gt;
&lt;br /&gt;
Epic Feats&lt;br /&gt;
The feat in the following section is available to a character of 21st level or higher who meets the prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brutal Charge&#039;&#039;&lt;br /&gt;
::Prerequisites: 21st level, gnoll, ferocious charge racial power, Fierce Charge&lt;br /&gt;
::Benefit: When you use your ferocious charge power, you can choose to make an encounter melee attack power instead of a melee basic attack.&lt;br /&gt;
===Dach&#039;youn===&lt;br /&gt;
The neutral-aligned, moon-worshipping gnolls of the [[Wicked Fantasy]] setting use the [[Pathfinder]] rules, and are very, very different beasts to their traditional kin.&lt;br /&gt;
::+2 Constitution, +2 Charisma&lt;br /&gt;
::Medium&lt;br /&gt;
::Movement: Dach&#039;youn can either walk on their hindlegs for a base movement speed of 30 feet, or run on all fours for a base movement sped of 40 feet. Four-legged speed can&#039;t be used unless the dach&#039;youn has her hands empty.&lt;br /&gt;
::Scent (Extraordinary Ability)&lt;br /&gt;
::Pack Feats: A dach&#039;youn starts with three Pack category feats, and gains one new Pack feat at 2nd level and every two levels afterwards (4th, 6th, 8th, etc).&lt;br /&gt;
::Pack Tactics: When a dach&#039;youn uses a teamwork feat, every member of her pack gains the benefits of it.&lt;br /&gt;
::Ways of the Wild: Survival is always a class skill for dach&#039;youn, and they receive a +1 bonus to Survival, Knowledge (Nature) and Wild Empathy checks. This bonus increases by a further +1 at every 5th level (so levels 5, 10, 15, 20).&lt;br /&gt;
::Moon Sign: All dach&#039;youn are born under the gaze of one of the Kachta, and this influences them. Pick a specific Moon Sign from the list below; this increases or alters your ability score bonus as indicated and gives you both a Moon Blessing (a special bonus you gain when your moon is full) and a Moon Curse (a special penalty you suffer when your moon is new).&lt;br /&gt;
::Scavenger&#039;s Meal: Dach&#039;youn gain a +4 racial bonus to Profession (Cooking) checks and can choose to make a Profession (Cooking) check in lieu of a Survival or Knowledge check relating to food.&lt;br /&gt;
&lt;br /&gt;
Cha&#039;ppa&lt;br /&gt;
::+2 Dexterity instead of Constitution&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; Your bonus to Sense Motive and Perception checks doubles.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You gain no benefits from Morale or Rally bonuses, but penalties still apply.&lt;br /&gt;
&lt;br /&gt;
Gur&#039;gha&lt;br /&gt;
::+3 Constitution instead of +2&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; You can reroll a failed Fortitude save; the result of this reroll stands, you can&#039;t reroll it again.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You cannot make any kind of Knowledge check.&lt;br /&gt;
&lt;br /&gt;
Gu&#039;sha&lt;br /&gt;
::+2 Wisdom instead of Charisma&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; Once per ally per full moon, you can reroll an ally&#039;s failed saving throw using your own bonus; the result of this reroll stands, you can&#039;t reroll it again.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; Roll a d6 to determine which curse affects you for the duration of Gu&#039;sha&#039;s new moon phase; on a 1 you cannot benefit from magical healing, on a 2 you are deaf, on a 3 you cannot use four-legged speed, on a 4 you are mute, on a 5 you lose the benefits of your Scent ability, and on a 6 you are blind.&lt;br /&gt;
 &lt;br /&gt;
Hav&#039;ha&lt;br /&gt;
::+2 Strength instead of Constitution&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; +5 to CMB&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You do not gain your Wisdom modifier to any rolls.&lt;br /&gt;
&lt;br /&gt;
Or&#039;gha&lt;br /&gt;
::+2 Intelligence instead of Charisma&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; In a non-combat situation, your Intelligence modifier is doubled.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; Your CMD is 10 and it cannot gain any bonuses.&lt;br /&gt;
&lt;br /&gt;
Sh&#039;va&lt;br /&gt;
::+3 Charisma instead of +2&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; All creatures with Intelligence 8+ have their default starting attitude towards you increased by two levels.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; You gain a 10ft Aura of Untrust; all creatures in this aura automatically notice you and gain +5 to any contested Charisma check against you.&lt;br /&gt;
&lt;br /&gt;
Vax&lt;br /&gt;
::+1 to any ability score&lt;br /&gt;
::&#039;&#039;&#039;Moon Blessing:&#039;&#039;&#039; When a hostile creature first makes eye contact with you, it must pass a Will save (DC 10 + your Charisma modifier + 1/2 your level) or flee in terror. This is a fear effect.&lt;br /&gt;
::&#039;&#039;&#039;Moon Curse:&#039;&#039;&#039; All creatures with Intelligence 8+ have their default starting attitude towards you decreased by two levels.&lt;br /&gt;
&lt;br /&gt;
==Unified Setting Description==&lt;br /&gt;
[[Unified Setting/Gnolls]]&lt;br /&gt;
&lt;br /&gt;
==/d/eviance==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[Image:Gnoll pimp.jpg|200px|thumb|left|It&#039;s hard out there for a pimp.]]&lt;br /&gt;
[[Image:Gnoll pirate.jpg|200px|thumb|right|Yet it&#039;s easier for a pirate.]]&lt;br /&gt;
Despite everything, gnolls are a little... embarrassing for /tg/. This, as much as the generally lackluster fluff, is more than likely why the race is rarely focused on, in comparison to, say, [[goblin]]s, [[orc]]s or even [[ogre]]s.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s start with the obvious elephant in the room; as a beast-man race, gnolls are like [[furry]] magnets. And unlike [[minotaur]]s or [[sphinx]]es (who have a mythological origin that can be pointed to), or [[kobold]]s (who don&#039;t really resemble any real-world animal), the only real difference between gnolls and [[Ironclaw|fantasy-dwelling hyena furries]] is... well, pretty much the whole &amp;quot;demon-worshiping cannibalistic murderous tribal monsters culture&amp;quot; thing. Whenever there&#039;s a gnoll thread on /tg/, you can be sure there will be an argument about whether or not they count as furries that eventually gets it locked. Needless to say, confronted with the problem of being unable to flesh out the gnolls without being accused of being furries, most DMs say &amp;quot;fuck it&amp;quot; and try to do something interesting with [[orcs]] instead.&lt;br /&gt;
&lt;br /&gt;
Another major problem is that, as mentioned above, gnolls most visually resemble the spotted hyena. The spotted hyena&#039;s brutally matriarchal social structure and female favoring sexual dimorphism (that is, girls are bigger and stronger than guys) easily translates into [[/d/]]-related content, since /d/ is all over Amazon-built [[musclegirl]]s as well as femdom. To say nothing of how the gnollish slavery-focused society easily translated into sex-slavery in the eyes of [[/d/M]]s - but then, they&#039;ve been doing that shit with orcs and other such races for ages. But there was more to it than that... &lt;br /&gt;
&lt;br /&gt;
See, spotted hyenas are infamous for one particular thing: the [http://en.wikipedia.org/wiki/Pseudo-penis pseudo-penis]. Biologists still have no idea what function it serves (seeing as how it doesn&#039;t seem to do anything but needlessly complicate reproduction), but the end result is that female spotted hyenas are essentially real life [[dickgirl]]s. With the popularity of dickgirls on both /d/ and amongst furries, this led to a &#039;&#039;huge&#039;&#039; outburst of gnollish perversity that /tg/ fought hard to stamp out, but which still threatens to, ahem, &amp;quot;rear its ugly head&amp;quot; today.&lt;br /&gt;
&lt;br /&gt;
Add in the fact that hyenas in real life do have a lot of mythological/traditional association with perversity - Pliny the Elder reported hyenas were hermaphrodites who changed sexes whenever they wished (which considering the above is actually one of the &#039;&#039;more&#039;&#039; accurate inaccuracies in his writings), striped hyena anuses and vaginas are used for love &amp;amp; lust charms to the extent that &amp;quot;he has the anus of a hyena&amp;quot; is a real-world African saying today to refer to someone who&#039;s really good at scoring sex - and... well, let&#039;s just say that gnolls can very easily take a starring role in somebody&#039;s [[magical realm]] and leave it at that, okay?&lt;br /&gt;
&lt;br /&gt;
Then again, if [[orc]]s, [[goblin]]s and [[kobold]]s can be rescued from the [[Always Chaotic Evil]] niche, why not gnolls? Gnolls are practically tailor-made for an unholy blend of [[furry]], [[amazon]] and/or [[musclegirl]], and &amp;quot;sexy evil girl&amp;quot; fetishism, after all...&lt;br /&gt;
&lt;br /&gt;
==World of Warcraft==&lt;br /&gt;
&lt;br /&gt;
Like pretty much everything else that was part of DnD back in 2003, gnolls are commonly found in Wow. They typically inhabit low-level areas, where players are given quests to slaughter them in large numbers. One of WoW&#039;s most famous low-level bosses, Hoogger, is a gnoll.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Female Gnoll Slaver.jpg&lt;br /&gt;
File:Gnoll Profile (Hyena Princess Njano).jpg&lt;br /&gt;
Gnoll Barmaid.jpg&lt;br /&gt;
Gnoll Gladiatrix.png&lt;br /&gt;
Gnoll Priestess.jpg&lt;br /&gt;
Gnoll Watchwoman.jpg&lt;br /&gt;
File:Gnoll-TaintedElf.png|Some find a way to include more &amp;quot;conventional&amp;quot; gnoll MGs in their games.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D1e-Races}}&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
{{D&amp;amp;D4e-Races}}&lt;br /&gt;
{{Pathfinder-Races}}&lt;br /&gt;
[[Category: Monsters]]&lt;/div&gt;</summary>
		<author><name>2602:306:B88B:FB60:39CA:1953:7B65:6BC4</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=H.P._Lovecraft&amp;diff=243607</id>
		<title>H.P. Lovecraft</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=H.P._Lovecraft&amp;diff=243607"/>
		<updated>2019-10-20T22:20:00Z</updated>

		<summary type="html">&lt;p&gt;2602:306:B88B:FB60:39CA:1953:7B65:6BC4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Awesome}}&lt;br /&gt;
{{Editwar}}&lt;br /&gt;
[[Image:Lovecraft.jpg|thumb|right|This is the closest he was able to pull to a smile.]]&lt;br /&gt;
{{Topquote|For I have always been a seeker, a dreamer, and a ponderer on seeking and dreaming...|H.P. Lovecraft, defining what is to be, at core, an elegan/tg/entleman}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Howard Phillips Lovecraft&#039;&#039;&#039; was an American writer of horror fiction for 1920s pulp magazines, mostly the now defunct but famous at the time &#039;&#039;Weird Tales&#039;&#039;. He is lauded one century later as the pioneer of the idea of &amp;quot;cosmic horror&amp;quot;. In his stories (and the genre that evolved from it) the horror doesn&#039;t arise from prosaic fears of death and dismemberment, but from the idea that the universe itself is utterly alien and either indifferent or actively malevolent towards mankind, full of incomprehensible horrors that our minds are ill-equipped to cope with because some asshat didn&#039;t make it OSHA-compatible. This idea replaced the traditional spooks, werewolves, vampires and psychos with tentacled monstrosities from beyond space and time, dark gods sleeping beneath the ocean, and secretive cults carrying out terrible rites to bring their masters back to the world of the living. His influence can be felt throughout our culture as cosmic horror became a core concept of both fantasy and science-fiction - Mind Flayers in D&amp;amp;D, the insidious cults and corrupting influence of the gods of Chaos in &#039;&#039;Warhammer&#039;&#039;, and of course &#039;&#039;[[Call of Cthulhu]]&#039;&#039;. &lt;br /&gt;
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The message of most of his writings is: life sucks, history and culture are precious, foreigners are weird and probably give birth to monsters (he was pretty racist for his day, early in life anyway). Most importantly of all: man is hugely smaller and weaker than he thinks he actually is on the cosmic stage. Essentially, cosmic horror&#039;s [[grimdark]] value comes from the fact that really bad, really powerful things exist, and we can neither fully stop nor understand them. Sure, lesser things of his Mythos aren&#039;t all that bad, relatively speaking. You can exorcise a ghost, kill a werewolf, or bring down a Deep One with the right knowledge and equipment - but Lovecraft&#039;s &#039;&#039;big&#039;&#039; monsters can&#039;t be stopped. They&#039;re essentially immortal gods, you are at their mercy, and the best that you can do is, maybe, briefly, slow them down or temporarily boot them out of the world. Worst of all is that you either know this or are made painfully aware of it as the story unfolds: you might know these eldritch beings exist and their plans down to the very letter, but you also realize you can&#039;t do anything about it, like knowing the exact yield and placement of every nuke in World War III. Therein is most disturbing thing in Lovecraft&#039;s stories: the simple fact that the entirety of human existence is microscopic to the universe, its true nature beyond the physical scope of our comprehension.&lt;br /&gt;
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Much of the horror of his works plays on the fear of the unknown and the unfamiliar. Considering just &#039;&#039;how&#039;&#039; weird and incomprehensible a majority of the antagonists are, though, it&#039;s no surprise that protagonists of his stories tend to end up batshit insane under the burden of the knowledge that, even though they might have temporarily disrupted those things&#039; plans, it is but a hollow and temporary victory at the very best, and in some ways they were better off not becoming aware to begin with. Lucky(?) for us, most of these beings don&#039;t know or don&#039;t care enough about us to ruin our day, and some are even benevolent - by comparison, at least. With his concepts being all but public domain, it&#039;s not uncommon to find later media in what would come to be considered &amp;quot;Lovecraft Lite&amp;quot; that take liberties with the themes of cosmic indifference and hopelessness, [[skub|for better and for worse]]; sometimes the existential and extra-terrestial horrors are more actively malevolent towards humanity and its domain, and sometimes they can be dispatched in a more permanent manner. [[Sanity]] loss will definitely still occur, though.&lt;br /&gt;
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Being a recluse, Lovecraft was also a prolific writer of letters. Lovecraft corresponded with many of the other authors of the time, including [[Robert E. Howard]], [[Clark Ashton Smith]], Frank Belknap Long, and even a young Robert Bloch (Psycho). While his writing was associated with nihilism and hopelessness, he was described as a decently happy and pleasant, albeit occasionally neurotic, guy to be around, and even though he much preferred being alone he was part of a sizable social circle of writers with whom he developed strong friendships. Howard&#039;s suicide in particular was known to have affected him greatly, and in turn Lovecraft&#039;s passing was met with deep mourning by his fellow authors, who aimed to make his otherwise obscure legacy known to the world by leading efforts to collect and publish (or republish) his writings.&lt;br /&gt;
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Many of his correspondents wrote pastiches of his distinctive style of horror; in fact, Bloch and Lovecraft each wrote stories in which the other made an appearance (and died in a suitably gruesome way). This in turn helped some authors, borrowing many ideas and notions from Lovecraft and added them to their works as well: the most famous example would be the Conan universe, which is also set in the Mythos that Lovecraft created (although in this case a much, much earlier time). Lovecraft himself encouraged his friends and other authors to draw from his work and made no attempts to keep it as purely his own, spurring on his posthumous popularity and influence in media. Though he didn&#039;t have much financial success in his lifetime, he resolved to write when and what he wanted to, and to not [[Awesome|&amp;quot;set down the dream for a boarish Publick.&amp;quot;]] &lt;br /&gt;
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==Some of Lovecraft&#039;s stories==&lt;br /&gt;
*Call of Cthulhu - Artists round the world go mad as an eldritch god stirs in its slumber. &lt;br /&gt;
*The Shadow over Innsmouth - Man goes on trip to backwater ancestral hometown to learn more about his family. What he finds is not what he was looking for. Important background for [[Delta Green]].&lt;br /&gt;
*The Colour Out of Space - A meteorite whose color cannot be described lands on a farm, contaminates the soil and water, drains the crops and livestock of their vitality, and drives the family into insanity before consuming them. Then it flies away to do the same thing to some other world.&lt;br /&gt;
*Dagon - Short story on one of the Deep One gods.&lt;br /&gt;
*The Dunwich Horror - A physical manifestation of the cosmic order had a baby with a normal human. As investigation on this strange boy deepens, people realize things are horribly wrong, as the blood and noises around the house suggest.&lt;br /&gt;
*The Case of Charles Dexter Ward: An intrepid investigator showing a certain [[Matt Ward|descendant]] how to be [[awesome]].&lt;br /&gt;
*At the Mountains of Madness - An Antarctic university expedition went missing, so a second mission is sent to find them. Little do they know about the billion-year-old horrors in wait. John Carpenter&#039;s &#039;&#039;The Thing&#039;&#039; was not an adaptation of this work, but it shares a lot of common elements.&lt;br /&gt;
*The Dream Quest of Unknown Kadath - AKA Adventures of Mary Sue. It is nice though. Also clearly demonstrates Lovecraft&#039;s immense love of cats.&lt;br /&gt;
*The Cats of Ulthar - Don&#039;t ever kill a cat, especially not if the cat belongs to a gypsy. You will pay!&lt;br /&gt;
*Herbert West: Reanimator - Mad scientist insists on reanimating the dead, despite the fact that they make it very clear that they would rather not come back.&lt;br /&gt;
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==Influences on Tabletop Gaming==&lt;br /&gt;
Not counting the games directly based upon his work:&lt;br /&gt;
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* Any number of &#039;&#039;D&amp;amp;D&#039;&#039; monsters -- Mindflayers, though inspired by an image of tree roots growing from beneath a skull, gradually became stand-ins for Cthulhu and his spawn, gibbering mouthers are low-grade shoggoths, kuo-toa are much like the Deep Ones minus their strange breeding habits, etc...&lt;br /&gt;
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* The [[Far Realm]] of D&amp;amp;D, a place outside creation home to unspeakable madness.&lt;br /&gt;
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* The Jabberslyth in Warhammer Fantasy (shoggoths)&lt;br /&gt;
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* The concept of [[Chaos]] in both the Warhammer Fantasy and 40,000 settings owes much to his work, in conjunction with [[Michael Moorcock]].&lt;br /&gt;
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* Magic the Gathering&#039;s entire [[Eldrazi]] set, as cheesy as it was, was about the Old Ones awakening.&lt;br /&gt;
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* The [[Pathfinder]] RPG gets a lot of mileage out of Lovecraftian themes, like the stuff about [[Wat|aboleths creating the human race]], the Vault Keepers, Aucturn the Stranger, and the Dark Tapestry. Eventually, many Mythos figures, including the C&#039;ster himself, made appearances as pants-shittingly dangerous endgame bosses, and their creatures got (mostly pretty good) write-ups as encounter-able monsters. You can even play a Deep One Hybrid or Yaddithian.&lt;br /&gt;
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* Xoriat, the Realm of Madness, home of the Daelkyr, from the [[Eberron]] setting is pure Lovecraftian horror.&lt;br /&gt;
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* While [[Genestealers]] originally took their inspiration from the horror movie Alien, their cults are most definitely reminiscent of &#039;&#039;Shadow of Innsmouth&#039;&#039; mixed with the more apocalyptic cults devoted to alien gods.&lt;br /&gt;
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* The lord of nerds and [[just as planned]], the Chaos God [[Tzeentch]] is very reminiscent of some of Lovecraft&#039;s strangest creations, most notably Nyarlathotep.&lt;br /&gt;
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==See Also==&lt;br /&gt;
* The [[Cthulhu Mythos]] and works based on it, including: &lt;br /&gt;
** &#039;&#039;[[Call of Cthulhu]]&#039;&#039;&lt;br /&gt;
** &#039;&#039;[[Trail of Cthulhu]]&#039;&#039;&lt;br /&gt;
** [[Arkham Horror]]&lt;br /&gt;
** [[Delta Green]]&lt;br /&gt;
** [[CthulhuTech]]&lt;br /&gt;
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Other /tg/-relevant sci-fi authors:&lt;br /&gt;
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* [[H.G. Wells]]&lt;br /&gt;
* [[Robert Heinlein]]&lt;br /&gt;
* [[Isaac Asimov]]&lt;br /&gt;
* [[Arthur C. Clarke]]&lt;br /&gt;
* [[Philip K. Dick]]&lt;br /&gt;
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==References==&lt;br /&gt;
# Take this poem of his, for example:&lt;br /&gt;
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[[/pol/|&amp;quot;When, long ago, the gods created Earth	&lt;br /&gt;
&amp;lt;br&amp;gt;In Jove&#039;s fair image Man was shaped at birth.&lt;br /&gt;
&amp;lt;br&amp;gt;The beasts for lesser parts were next designed;&lt;br /&gt;
&amp;lt;br&amp;gt;Yet were they too remote from humankind.&lt;br /&gt;
&amp;lt;br&amp;gt;To fill the gap, and join the rest to Man,&lt;br /&gt;
&amp;lt;br&amp;gt;Th&#039;Olympian host conceiv&#039;d a clever plan.&lt;br /&gt;
&amp;lt;br&amp;gt;A beast they wrought, in semi-human figure,&lt;br /&gt;
&amp;lt;br&amp;gt;Filled it with vice, and called the thing a Nigger.]]&lt;br /&gt;
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==External Links==&lt;br /&gt;
*[http://www.hplovecraft.com/ The H.P. Lovecraft Archive]&lt;br /&gt;
*[http://www.dagonbytes.com/thelibrary/lovecraft/ Complete Works at Dagonbytes]&lt;br /&gt;
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[[Category:Writers]]&lt;br /&gt;
[[Category:Literature]]&lt;/div&gt;</summary>
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