Gnolls are really savage and bestial and all that, but I think that they need more "oomph" to be a empire-shattering threat, and not just the flunkies of someone else. Hobgoblins are scary, mind flayers are scary, the necromancer zombie invasion is scary, but gnolls... eh. They feel kind of like amped up orcs. I feel like they need a little more.
I'm not sure I agree; barbaric cultures like orcs and gnolls could be seen as analogs of a sort to the Huns, the Mongols or the Vandals. Maybe literally destroying the world is a bit much, but destroying civilization? It's certainly happened before.
Plus nihilistic cults are always scary.
In the document, you have Yeenoghu as an agent of the primordials who slew Gorellik and usurped his people.
Minor nitpick. He wasn't an agent of the primordials, he was an actual primordial.
Artwork - While the final piece by Brian Hagan was awesome, the other pieces by Jason Engle fell awfully short of the mark. The artwork lacked weight (specially the opening piece, which was supposed to be the big bad himself). The article hsould've used the Brian Hagan piece (the "cover" for this issue) as the opening piece, and used Engle's piece smewhere within the text.
While I agree with the general direction, I actually think the original Engle piece was really good. Wasn't terribly impressed with his other pieces, though. (In fact, I'm not a huge fan of his work in general, and he seems to be getting a lot of it lately.)
Definately agree that the Brian Hagan piece was the best gnoll artwork I've ever seen.
"Yeah, 3rd ed was too hard to design monsters for." (people could use the basic math to check our totals and call us on it.)
"4th ed will be easier to design for." (No master advancement suckers!)
And yet lack of editing and proof reading continues to showcase the "strength" of the monster stat blocks in-house.
Poor WoTC...
I'm hoping to see a fan conversion of Yeenoghu into 3.5 a la the earlier Demonomicon articles soon. Take him up to CR 29 or so, using the methodology James Jacobs used, i.e., Fiendish Codex methodology for advancement with a few extras tossed in here and there (maybe borrowed directly from the 4e stats for that matter.)
so what I decided to do is combine gnoll and goblin society into one.
How odd; I'm doing something very similar. I've long ago decided that hobgoblins represented as savages doesn't really make any sense; what they need to be is highly civilized, militaristic, expansionist and imperial. A combination of Imperial Rome and Nazi Germany, ruled by a hobgoblin warrior caste. Goblins are the subservient laborer caste, and I didn't think bugbears really fit into this scheme so I axed them.
This article, combined with the wargs from
The Two Towers movie made me decide that the goblins and hobgoblins raised hyenas instead of dogs and used them for hunting and for war, and probably bred very large breeds to ride on, a la the movie wargs. And a certain highly select caste of warriors essentially became were-hyenas, but without the ability to change back to a more "normal" form. I.e., they become gnolls.
They serve the dual role of shocktroops and holy men of sorts in hobgoblin society.