Lord Zardoz
Explorer
Regarding the Gnolls
(Note: I have no idea how old this thread really is, but it was linked from some other thread I was reading. I read it, so now I reply).
In the 2nd edition high level handbook, it had a section with suggestions on how to crank up the power of a creature. While there were all sorts of special powers suggested, the basic procedure was quite simple.
1) Crank up the Hit dice
2) Crank up the Saves
3) Crank up the AC.
So, if you want to crank up the gnolls due to their 'divine diet', you may want to just do the above. A Gnoll that looks basically normal, except that it is wearing master work half plate armor, has a flat +8 Divine bonus to AC, Initiative, and Saves, with 50 HP, a Base attack bonus of +8 and 4/+2 Damage Reduction will cause any group of players to back up and think for a moment. You dont even need to give them spell casting abilities or spell like abilities.
END COMMUNICATION
(Note: I have no idea how old this thread really is, but it was linked from some other thread I was reading. I read it, so now I reply).
In the 2nd edition high level handbook, it had a section with suggestions on how to crank up the power of a creature. While there were all sorts of special powers suggested, the basic procedure was quite simple.
1) Crank up the Hit dice
2) Crank up the Saves
3) Crank up the AC.
So, if you want to crank up the gnolls due to their 'divine diet', you may want to just do the above. A Gnoll that looks basically normal, except that it is wearing master work half plate armor, has a flat +8 Divine bonus to AC, Initiative, and Saves, with 50 HP, a Base attack bonus of +8 and 4/+2 Damage Reduction will cause any group of players to back up and think for a moment. You dont even need to give them spell casting abilities or spell like abilities.
END COMMUNICATION