kigmatzomat said:
The tricks of changing description and method of movement are the safest since they have virtually no impact on CR.
method of movement can make quite a difference in combat if the move is changed from ground to flight if the players have not yet become comic book characters who fly everywhere.
Here is a new gnoll breed i made from the Minotaur critter. I dropped powerfull charge for an int bump, mutiattack and light armor and shield profeciency. [skills not fully refleshed]
Greater gnoll
Large Monstrous Humanoid {Gnoll}
Hit Dice: 6d8+12 (39 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 20 (–1 size, +5 natural +2 large steel shield, +4 chain shirt), touch 9, flat-footed 20
Base Attack/Grapple: +6/+14
Attack: Maul [large warhammer]+9 melee (2d6+4/x3) or bite +9 melee (1d8+4) or [large]Mighty long bow 2d6+4
Full Attack: maul +9/+4 melee (2d6+4/x3) and bite +7 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 19, Dex 10, Con 15, Int 10, Wis 10, Cha 10
Skills: Intimidate +7, Listen +7, Search +6, Spot +7
Feats: Multiattack B*Great Fortitude, Power Attack, Track
Environment: See gnoll
Organization: Solitary, with ousted pack {3d6 gnolls & 1d3 feral Gnolls], or leader of Gnoll band[see Gnoll]
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic Evil
Advancement: By character class