Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Focus the ones that have seething fury active.
The fight is most difficult if you attempt it from inside the cave because it forces you into a bottleneck with 2 suicidal NPCs that will walk into melee range of a level 5 gnoll because they think they can shove him into the alchemists fire that they just missed every other gnoll with.
The gnolls are fine. For the the Fight AoE and Mobility are most important, as well as having Hold Person for Flind and auto-crits, either that or do the fight from outside the cave by setting yourself up on the high ground.
That way you can force the Gnolls into the Bottleneck where they have to climb up and just set up like Cloud of Daggers or whatever AoE you brought.
Heightened Cast Shatter, Twin Cast Iceknife, Scrolls, throw Alchemists fires, shoot special arrows, poison your melee fighters weapons. They have a powerfull feature, after all, if they hit, they can deal 3d8+9 in one turn, but they also only have 22 (or something like that) HP. Focus like 2 characters on the hunters, your main caster on hold person and the last one on scoring automatic crits against flind.
Those are two things you can do ignoring anything your MC might be capable of or regardless of any consumables you might have.
True, however like I said it's just as difficult if not more so outside. At least inside the cave you got two gnoll distractions.
They are not. And as I said originally, I do use all AoE and mobility impairments I can. It still doesn't matter. The positioning helps a minor ammount but again, seems to get canceled out by the gnoll's multiattack and heals. That's also assuming you can manage to not only get Hold on Flind but also keep your caster from being targeted by the multiattack. Then targeting the hunters works well to an extent until a few die and then bam, they're cannibalizing each other and healing however many times as there are corpses.
I don't mean to be rude but I don't think you read the post. Unless I missed something you posted, I do all the things you've recommended, the only thing I left out is the positioning on a hill which while normally a good suggestion, gets canceled out by the absurd amount of abilities the gnolls and their boss have.
I still stand by my point, they're an unfun enemy to fight that needs tweaking for it to be a fun challange.
That is actually something I had not tried yet actually, good point. I'll give that a shot next time.
Gid gud or dont.
But all I can say is that the only reason I would fail that fight would be consistent bad rolls. And that's unavoidable. Other than that, the fight is completely fine.
Especially if you do not immediatly attack Flind, as if you start the fight without immediate violence or by not damaging Flind immediatly you will get Dialogue with the Gnoll, where you can potentially turn him to your side for this fight.
Dont project your inadequacies on others.
And no. they do not use their multiattack immediatly or all the time.
It is quite usual for them to use at least one turn dashing and or shooting acid arrows, both of which block them from multiattacking. If you really, absolutely, unquestionably cant beat the encounter, then start the encounter with bonus actions, use all the actions on all your characters for dash, wait until they dash after you through a bottleneck and then just spamm all aoe options you have at them.
And if that doesnt work, you kinda are just bad.
Edit: On Tactician.
Command works not just on gnolls, but on bosses, all the way up to level 12. best spell in the game for crowd control.
USE. YOUR. CLERIC.
I was able to knock off 3-4 of them before they caught me and the remainder was easy to deal with normally.
I agree they are somewhat harder with the fiend and all. But you should be able to send some of them to sleep while focusing down the main. They tend to shove the sleepers awake though.
Still, you can force some positioning that way.
You can also get close to the cave entrance to trigger the zenths to become active. They like to throw molotovs to help out.
Get creative, you'll be fine.