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<blockquote data-quote="Charles Rampant" data-source="post: 6984673" data-attributes="member: 32659"><p>Of the Gnolls, the <strong>Hunter</strong> is the ranged option. Effectively the rangers of the warbands, they provide some dedicated archery for you to use, and conveniently are the same CR as the basic Gnoll, making it easy to swap them out for each other as required for your party makeup. </p><p></p><p><img src="http://orig00.deviantart.net/3af3/f/2014/254/7/6/gnoll_scout_by_benwootten-d7ytxi0.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>The Hunter doesn’t get a picture in chapter three.</p><p></p><p>So the Hunters are described as the stealthy killers of the warband, picking off enemies before the main force arrives. To this end, they are very good at crippling shots with their barbed arrowheads, hobbling enemies for easy killing later. They also carry horns that make a keening wail, alerting other Gnolls; that sounds like a very evocative image to sketch in your game, as your players try to avoid getting ground into paste by a hundreds-strong force of Gnolls heading their way. </p><p></p><p>The Gnoll is CR 1/2, and really simple as a result. They are almost as tough as the Flesh Gnawer, and have some basic melee capabilities - which are actually not that far behind the Gnawers, to be fair - but the real reason to use these guys is their Longbow attacks. Doing solid damage, with two shots out to a long range, they can also reduce the enemy speed by 10ft for a round. It appears to stack as well - unless it falls afoul of a ‘no duplicate sources’ rule or something - so enough Hunters shooting can completely ground a group to a halt. This effect doesn’t have a save either, so it can really ensure angst in the party. Even if it doesn’t stack, this will allow you to isolate individual party members - especially one of the 25ft move races - and force them to either <em>Dash</em> to keep together or risk other Gnolls surrounding the crippled heroes. That seems pretty nasty, and combines very nicely with some of the other Gnolls - especially the Gnawers - who could bring down a Gnome Wizard with impunity and then get to use their Rampage ability to keep engaged. </p><p></p><p>Not much to say about these guys, other than to note how interestingly potent that Longbow shot is, and the fact that WotC seem move confident about bringing in ‘complex’ abilities on simple critters. The Hunters are cool, and should really spice up your combats, especially those that start with a large gap between the two sides.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 6984673, member: 32659"] Of the Gnolls, the [b]Hunter[/b] is the ranged option. Effectively the rangers of the warbands, they provide some dedicated archery for you to use, and conveniently are the same CR as the basic Gnoll, making it easy to swap them out for each other as required for your party makeup. [img]http://orig00.deviantart.net/3af3/f/2014/254/7/6/gnoll_scout_by_benwootten-d7ytxi0.jpg[/img] The Hunter doesn’t get a picture in chapter three. So the Hunters are described as the stealthy killers of the warband, picking off enemies before the main force arrives. To this end, they are very good at crippling shots with their barbed arrowheads, hobbling enemies for easy killing later. They also carry horns that make a keening wail, alerting other Gnolls; that sounds like a very evocative image to sketch in your game, as your players try to avoid getting ground into paste by a hundreds-strong force of Gnolls heading their way. The Gnoll is CR 1/2, and really simple as a result. They are almost as tough as the Flesh Gnawer, and have some basic melee capabilities - which are actually not that far behind the Gnawers, to be fair - but the real reason to use these guys is their Longbow attacks. Doing solid damage, with two shots out to a long range, they can also reduce the enemy speed by 10ft for a round. It appears to stack as well - unless it falls afoul of a ‘no duplicate sources’ rule or something - so enough Hunters shooting can completely ground a group to a halt. This effect doesn’t have a save either, so it can really ensure angst in the party. Even if it doesn’t stack, this will allow you to isolate individual party members - especially one of the 25ft move races - and force them to either [i]Dash[/i] to keep together or risk other Gnolls surrounding the crippled heroes. That seems pretty nasty, and combines very nicely with some of the other Gnolls - especially the Gnawers - who could bring down a Gnome Wizard with impunity and then get to use their Rampage ability to keep engaged. Not much to say about these guys, other than to note how interestingly potent that Longbow shot is, and the fact that WotC seem move confident about bringing in ‘complex’ abilities on simple critters. The Hunters are cool, and should really spice up your combats, especially those that start with a large gap between the two sides. [/QUOTE]
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