Lidgar
Gongfarmer
The problem with defaulting to generic NPC blocks for many of the humanoids (especially playable ones) is they all become vanilla. Yes, I can re-skin, but that's putting the onus on me.
Species-specific statblocks allow you to introduce flavor - e.g., a drow guard having unique abilities different than what a drow PC would have. It allows you to explore factions and different societies/backgrounds. In short, you can diversify NPC characteristics instead of everyone having one set of vanilla stats with some species-specific traits tacked on for every humanoid guard in the game.
Again, I know this is something the DM can do, but why not provide at least a handful of these to spur on the creative process?
Species-specific statblocks allow you to introduce flavor - e.g., a drow guard having unique abilities different than what a drow PC would have. It allows you to explore factions and different societies/backgrounds. In short, you can diversify NPC characteristics instead of everyone having one set of vanilla stats with some species-specific traits tacked on for every humanoid guard in the game.
Again, I know this is something the DM can do, but why not provide at least a handful of these to spur on the creative process?