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There are Gnoll Hunter Statblocks, and most of them list them with a Multiattack using 2 Attacks. (average Damage 13 if both attacks hit)
CR in 5e kinda stupid.
Or you're powergaming. Or there is something massive I am missing.
Did it at level 4 balanced, all hunters rolled like double my initiative, Acid Arrowed random backline people and most of the time Olly was dead Round 2, or he walked up to Flind trying to shove him into fire before being crushed into fine powder by being dealt 20+ Damage in one hit.
Probably a fancy, taldpole enhanced form of incite rampage?
Then it was just about managing aggro, keeping my backline far enough away so they'd actually go for shadowheart and karlach, who could survive pretty well, and picking off the already hurt hunters, then the others.
Crazy because I'm looking at the Monster Manual right now and can't seem to find more than 1 attack for Gnolls. IF they reduce an opponent to 0hp they can get one bonus bite attack that turn, but that gnoll only so not sure if you've ever played DnD.
Their attacks are also, according to a wiki
+5 to hit, 1d8+3
so a full Multiattack hitting is 3d8 + 9 (22.5 average)
I always approach the fight from within the cave. maybe that's my problem?
Right, but the basic Gnolls do not. Where do you find Gnoll hunter? I see Gnoll, packlords (which have 2) and Gnoll Fang of Yeenoughu which have 3. Also, his point about every peon in the game having magic arrows is valid. That is absurd.
Most of the time I cant even move my frontline to the Gnolls in the first round, because the encounter starts rather fast after exiting dialogue with Rugan, so I have little time to just tell my party to move ahead, and even if I manage that, Rugen and Olly just Firebombed the entrance.
I dunno. Encounter just feels weird.
I always felt like it could have been tuned better.
I mean, Hold Person has a 35% chance, 40% at level 4 with ASI.
My Gale is Divination so I use his low rolls to try and protect olly, but you cant protect stupid when he just desperately wants to run in and hug the Gnoll with the big flail.
Light domain is just infinitely better than trickery.
Radiance of the dawn has (very nearly) wiped out the entire windmill encounter in the blighted village for me, in one single use. It's just so good.
VGM page 154
Don't like to just "Respecc" Companions. I dont want this to be easier simply by knowing which subclasses smack ass, I want this to be an storytelling experience, and that doesnt "vibe" with the way I wanna play the game.
Radiance of the Dawn is 2d10+3 at level 3 with an average of 14 Damage, you can use it once, and enemies who save only take half.
I think this might be carried by it's range, because you can hit the whole encounter. That would explain why the hunters are no problem with light.
I thinkt he closest I could have gotten with my setup was to put shatter on Gale or something.