I hate to say it, but Volo’s Guide to Monsters has managed to make gnolls even less interesting to me than they were before.
That’s unfortunate. They were already an unsophisticated, “Rrrrraaaahhhh, stab stab stab” kind of monster, aside from the gnoll Fang of Yeenoghu, which at least had the brains to identify weaker party members and go out of its way to get them. Here’s what we learn about them from Volo’s:
- They’re not evolved creatures, but rather hyenas transformed by the power of the demon lord Yeenoghu.
- They’re driven solely by the desire to kill and eat.
- That’s pretty much it.
And yet, inexplicably, Volo’s contains a section on “Gnoll Tactics.” It doesn’t provide any such section for goblinoids, whose features make possible some really interesting tactics. (In particular, hobgoblins are supposed to be savvy tacticians.) It provides one for kobolds, which is great, because kobold tactics aren’t obvious without a fair amount of analysis. But the “Gnoll Tactics” in Volo’s aren’t tactics so much as reiterations of gnolls’ fundamentally brutal and unimaginative nature. (They don’t set up permanent camps. They leave no survivors. They like weak, easy targets. They attack tougher creatures “only when the most powerful omens from Yeenoghu compel them to do so,” i.e., when the dungeon master decides they will.) Continue reading Gnolls Revisited
I don’t know about your campaigns, but I think I’ve literally gone my entire Dungeons and Dragons–playing life so far without ever once either using (as a dungeon master) or encountering (as a player) a gnoll. So I’m coming at the final monster in my initial series on humanoids with fresh eyes.
Gnolls are described in the Monster Manual as rapacious raiders, scavengers and nomads with hyena-like heads. They have high Strength and low Intelligence; their behavior is driven by their violent and destructive instincts. Like many other humanoid D&D monsters, they have darkvision. They wield spears and longbows, according to the MM, and they have one distinguishing feature, Rampage, which allows them to move half their speed and make a bonus bite attack after reducing a foe to 0 hp in melee.
Honestly, I’d dispense with the longbow—it doesn’t make sense in the context of what else the MM says about gnolls. Their Strength is high enough that they gain little advantage from using one. They aren’t smart enough to craft one or social enough to barter for one. According to the flavor text, gnolls prefer to strike at easy targets; longbows are designed to puncture armor. And gnolls’ single unique feature is melee-oriented.
So my vision of the gnoll is strictly a hand-to-hand fighter. As creatures with high Strength, high-average Dexterity, average Constitution and a respectable five hit dice, gnolls are shock troops. When they spot a vulnerable target, most likely during a nighttime patrol (darkvision provides advantage against PCs who don’t have it), they strike at once. Despite the premise of this blog—that monsters don’t just go “Rrrraaaahhhh, stab stab stab” all the time—this is exactly what gnolls do. They’re fearless and aggressive, using their full movement speed to approach their targets, then Attacking (action) with spears; if one such attack reduces an enemy to 0 hp, the gnoll Rampages toward another enemy within 15 feet and bites it (bonus action).
Continue reading Gnoll Tactics