Leatherhead
Possibly a Idiot.
Gnolls and Gnoll Hunters are a bit of an interesting contrast. It really shows how bizarre some of the monster math can get when you calculate a CR. Or more likely, how the wotc dev team has adapted to how the people are playing the game.
Gnolls are in the srd, Basically they have:
15 ac (Hide and shield)
22 hp (5d8)
+2/+1/+0/-2/+0/-2 stat mods (and thus saves)
Darkvision 60', perception 10
Language Gnoll
CR 1/2
Rampage (bonus action to move and bite)
Pick one of the following to use per turn:
Bite +4/1d4+2
Spear +4/1d6+2
Longbow +3/1d8+1
Now, without getting too descriptive, imagine a stat block almost exactly like that but with a few changes:
Most notable, -2 ac
The exact same hp, but calculated differently due to having a better stat spread and less hd.
A way better stat spread, resulting in much better saving throws, even the weak ones are better.
The Same CR.
As a result of having better stats, and also some skill proficiency, the hunter has skill bonuses in areas relating to being a sneaky scout. As opposed to the bog standard gnoll, who doesn't do anything other than stab with a spear.
Ditto rampage, cause it's a gnoll.
Speaking of spears, take all of those attacks up there, and then you can make two of them per round, for reasons. Also you get to two-hand the spear because this guy isn't using a shield, bumping that damage die up. Also also, you get to deal more damage with the longbow, because of stats, and for no additional cost, the longbow reduces the targets speed. A speed reduction that stacks both with iteself, and with any other hunter that is shooting the poor sod who is trying to run away, mind you.
So basically, the Hunter is trading in two AC for much better non-ac defenses, extra attacks, more damaging attacks, more interesting attacks outside of their damage, and skills that are useful in the exploration pillar of play.
If you are a DM, I wouldn't blame you for blacking out the normal Gnoll stat block and just using hunters as the basic Gnoll 2.0, especially if you are in tier 2 of level progression.
Gnolls are in the srd, Basically they have:
15 ac (Hide and shield)
22 hp (5d8)
+2/+1/+0/-2/+0/-2 stat mods (and thus saves)
Darkvision 60', perception 10
Language Gnoll
CR 1/2
Rampage (bonus action to move and bite)
Pick one of the following to use per turn:
Bite +4/1d4+2
Spear +4/1d6+2
Longbow +3/1d8+1
Now, without getting too descriptive, imagine a stat block almost exactly like that but with a few changes:
Most notable, -2 ac
The exact same hp, but calculated differently due to having a better stat spread and less hd.
A way better stat spread, resulting in much better saving throws, even the weak ones are better.
The Same CR.
As a result of having better stats, and also some skill proficiency, the hunter has skill bonuses in areas relating to being a sneaky scout. As opposed to the bog standard gnoll, who doesn't do anything other than stab with a spear.
Ditto rampage, cause it's a gnoll.
Speaking of spears, take all of those attacks up there, and then you can make two of them per round, for reasons. Also you get to two-hand the spear because this guy isn't using a shield, bumping that damage die up. Also also, you get to deal more damage with the longbow, because of stats, and for no additional cost, the longbow reduces the targets speed. A speed reduction that stacks both with iteself, and with any other hunter that is shooting the poor sod who is trying to run away, mind you.
So basically, the Hunter is trading in two AC for much better non-ac defenses, extra attacks, more damaging attacks, more interesting attacks outside of their damage, and skills that are useful in the exploration pillar of play.
If you are a DM, I wouldn't blame you for blacking out the normal Gnoll stat block and just using hunters as the basic Gnoll 2.0, especially if you are in tier 2 of level progression.