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we had 1 melee character and our mage go up on the right on the hill and sneak up. then 1 melee character and our archer stay on the lower ground on the left. the archer was up on some rocks and the melee character blocked entry from enemies
approach boss with one character on sneak mode, others should stand preferably on high ground splitted by "g". now, thing is, you have start fight being close to boss with sneaking character(get out of seak on that character turn), so on boss turn it approach that character and cutscene starts. make her fight her own, then eat herself.
encounter over.
I don't understand the talk options well. I always get one to send them at the cave to kill the guys there, which closes off access to the traders so you may not want it and it may also break oaths if you have a pally (not sure on this). But I have not seen one to send her at the other gnolls since way back in EA. If it is still there, triggering it is a mystery to me.
If you send her to the cave to kill the guys, that ends combat so you can heal up and ambush again. She keeps her injuries (always? usually?) from the first attack.
on tactician you probably need to blind/darkness/something deal with the 3 shots per round archers. Those guys can hurt you, and of course the flind is nasty too if it lives long enough to get to you.
i did the fight from the top of the cliff on the outside. there's limited space for their melee types and a lot of potential for Thunderwaving gnolls back down the cliff.
i also used the Vision of the Absolute spear, it doesnt get a lot of damage but the Blind effect help keeps the gnoll damage down. If you can't stop the archers from enraging, consider using Frighten spells - or even Shovel the quasit - to give their attacks disadvantage.
I've done that fight multiple times, when combat starts, they will start dialogue with whoever they try to attack first on their turn.
They can shoot over the darkness either, so have your guy who concentrate on it to be passive and hidden while inside.