gnoll ambush

Dnd 5e Gnoll Tactics – build challenging encounters against a Gnoll

By Alan McCoy from Dungeons & Dragons: Fundamentals

How to build challenging encounters against a Gnoll

Note: This has been prepared utilizing the 5E Core Rules. The Gnoll can be found in the Monster Manual page 162-163. Additional information from the book Volo’s Guide to Monsters has been used (Pages 33-40)

Gnolls are humanoids raiders that prowl the fringes of society in search of prey. Their preferred prey is the still living or recently killed flesh of a humanoid. This includes all the Demi-human races and many of the humanoid races. To be less specific, if It has a heartbeat, the Gnolls want to kill it. Gnolls are typically uninterested in the undead, even when such creatures have appropriated the appearance of the living.

Gnolls are nomadic, and while they might set up a temporary lair from which to base attacks, this is usually a lair that was captured from previous occupants. No attempt at clean up or repair will be made unless it is necessary for function. The Gnolls revel in the blood of their enemies splattered on the walls and trampling their corpses underfoot.

The first Gnolls were created by the Yeenoghu, the Demon Lord of Slaughter and Destruction. When he used his foul powers to corrupt a pack of hyenas that were feasting on the remains of the fallen, turning them into humanoids that could revel in the slaughter as much as he does.

Because a demonic influence was involved in their creation, these creatures are bloodthirsty in the extreme, they have no conscience and no restraint. It is impossible to tame them, civilize them otherwise coerce them into putting aside their bloodlust. Gnolls will fight anyone, human, demi-human or humanoid. The truth is, without an outside foe to fight, they begin to fight among themselves.

Gnolls follow a pack “Alpha” a stronger than normal Gnoll that is also more intelligent. If you are very unlucky a pack will also contain a “Fang of Yeenoghu” who is even stronger than a normal “Alpha” and will lead a much larger Gnoll band.

Gnolls devour what they kill, at least some of what they kill, they will often take the time to ravage a corpse even during battle. Gnolls like to take trophies from fallen foes, and will often make necklaces from bones, teeth, claws and other body parts they fancy.

NOT RAW – The Demonic influence that created this race continues to this day, first and foremost in the evidence to be considered: The weaponry – frenzied and nomadic warriors do not make sophisticated weaponry such as Longbows and Glaives; both weapons require extensive investment in time and energy to produce. While capture from defeated foes could explain a limited number of these weapons, they are far too prevalent to have been manufactured by the Gnolls themselves.
Note: I believe the weapon choices for the Gnoll are poor and will be suggesting changes.

NOT RAW – While both male and female Gnolls have been observed, Gnoll young have not. Given their nomadic existence, they would have to travel with their young while raiding. While there have been many discussions among the wise, the best theories are currently:
A) There is a Gnoll homeland, somewhere that remains undiscovered, the Gnolls are not savage there, thus can raise young.
B) Gnolls are a pet project of Yeenoghu and he raises them on the Abyss, releasing them when he wants to cause conflict.
C) Gnolls are created by Yeenoghu by infusing them with the savage spirit that created the first of them. Thus, the neighboring village, once a peaceful place could be transformed into a ravening pack of Gnolls by the dark demonic power.

Gnolls are guided by a dark power, thus they rarely attack a group or place that too strong for them to handle.

Attempts to track a raiding party of Gnolls sometimes leads to their temporary lair, but there have been cases where the Gnolls simply vanish, the possibility of extra-planar assistance cannot be ruled out.

Gnoll attacks are often so random and so sudden that they are thought to be some kind of “Divine Justice”, rather than a tragedy. Superstition has created a taboo about cleaning up or otherwise messing with a village, or settlement that was destroyed by Gnoll attack. Most often, such a place is deserted completely, though some have tried purification by fire, and blessing by the clergy to purge the place of its stigma.

Step 1) Let’s Review what we know about Gnolls

Gnolls have high strength, and above average dexterity, they are almost unthinking brutes, but do have a reasonable instinct for self-preservation.

Gnolls are medium sized humanoids and can move up to 30-feet per round.

Gnolls are scavengers and will use anything that they find to improve their fighting ability. This includes the armor and weaponry once possessed by their fallen foes. Consider the base AC of 15 a starting point. They will gladly upgrade to a chain shirt if they find one.

Gnolls have Darkvision 60-foot and a passive perception of 10.

Step 2) Determine the probable Strategy

Gnolls are bloodthirsty savages, one they have prey in their sights, their only thought is their blood-rage.

Gnolls have been known to be forced into service by a powerful entity, and at the behest of Yeenoghu, will capture case some enemies instead of slaying and devouring them immediately. This action suggests that these individuals will be subjected to dark rituals which might include sacrifice or the transformation of the victim.

Step 3a) Determine Tactics: As Written

As they have Darkvision, Gnolls prefer to, or should I say are directed to, attack at night.

Bow armed Gnolls will locate and take out any watchmen or sentries that might give an alarm.

One surprise is achieved, the Gnolls will rush in, essentially a frontal assault using their glaives, they rely on the speed of the attack to destroy all enemies before any organized defense can be organized.

When a Gnoll kills an opponent (zero HP) it can RAMPAGE and use a bonus action to move up to fifteen feet to its next target.

NOTE: This makes zero sense…I would have the Gnoll ravage the current victim, taste their blood, (BITE) and then move on to their next target, gaining a bonus 15-foot move to do so. Essentially the Gnoll is making sure you’re not just playing dead.

Step 3b) Determine Tactics: Utilizing my Changes

As they have Darkvision, Gnolls prefer to, or should I say are directed to, attack at night.

Gnolls with captured crossbows will take out any watchmen or sentries that might give an alarm.

Once surprise is achieved, Gnolls armed with a variety of weaponry, to include Glaive, Halberd, Maul, Spear or even Longsword or Warhammer wielded in two hands to attack. Each Gnoll will carry a few strength-based throwing weapons such as a hand-axe as well. Gnolls tend to prefer either two handed weaponry or weaponry in each hand. They are not known to use shields.

Once a source of fire has been located, the Gnolls will begin to burn the village or small town that they are attacking. The fire and smoke will drive their prey from their homes.

DM NOTE: Persons turned out of their home by fire will probably not be prepared or armed for battle, thus easy prey for the Gnolls.

Once enough prey has been gathered, the Gnolls will begin to RAGE and utilize RECKLESS ATTACK.

Gnolls are coordinated enough in battle to effectively seal off escape or to otherwise maintain an effective cordon around the creatures they wish to slaughter.

Step 4) DM Tips and Observations

Because the Gnoll has inherited some Hyena-like features, I suggest that you give them not only proficiency, I suggest that their sense of smell is greatly heightened. Mechanically, expertise with perception checks that rely on the sense of smell would give them a +4 to the roll. It would also increase their passive perception to 12.

Rampage – the Rampage ability is disappointing; I propose that instead you give them two abilities possessed by the Barbarian Class: RAGE and RECKLESS ATTACK. (PHB page 48). For combat purposes, the important parts are additional damage per attack (+2), resistance to Bludgeoning, Slashing and Piercing damage. Advantage on all melee attacks made by them, but enemies also gain Advantage on attacks against them. One Caveat: for a Gnoll, this ability is usable when wearing armor.