HellHound
ENnies winner and NOT Scrappy Doo
Again - these were all written in 3.0, so I'm posting them hereto both kick my own ass into gear with the conversion to 3.5 and to see if anyone else wants the task. This set of thrulls is also incomplete, as it only includes the original thrulls.
Minor Thrull
Small Aberration
Hit Dice: 1d8+1 (6 hp)
Initiative: +0
Speed: 10 ft
AC: 12 (+1 Size, +1 Natural)
Attacks: Maul and Chew +2 melee
Damage: Maul and Chew 1d3+1
Face/Reach: 5 ft by 5 ft / 5 ft
Special Qualities: Slimy
Saves: Fort +1, Refl +0, Will +0
Abilities: Str 12, Dex 10, Con 12, Int 6, Wis 6, Cha 3
Skills: Hide +4, Spot +2, Listen +2, Move Silently +4
Feats: none
Climate/Terrain: Underground, indoors
Organization: Stragglers (1-6), Gang (4-16), Breeding Pit
(10-100), Colony (60-600).
Challenge Rating: ¼
Treasure: ¼ Normal
Alignment: Usually chaotic neutral
Advancement: Cannot advance.
These are basic thrulls, often used for sacrifice or for amusement, fresh out of the Ebon Hand's (and later the Thrulls') breeding pits. These thrulls have not been alchemically or magically altered to form the other more impressive breeds of thrulls. Generally unintelligent,
cowardly and slimy, they are not worth noticing usually, but make for frighteningly effective grappling teams when under the aura of a Thrull Champion.
They resemble in many ways small humanoids, but some have multiple arms or legs. Hey have a soft carapace covering usually black, brown or blue-purple in colour, two orange eyes on their misshapen heads and some have patches of hair of various colours. They are quite slimy to the touch and eye.
COMBAT
Basic Thrulls are not totally unequipped for combat with tooth and claw, but they are woefully unskilled. Their favoured tactic is to gang-rush a target and grapple them to the
ground where their brethren can chew on them.
Slimy (Ex): Persons attempting to grapple a Basic Thrull make all grappling checks at -4 due to their abundant slime. They also gain a +4 circumstance bonus to Escape Artist
checks.
Minor Thrull
Small Aberration
Hit Dice: 1d8+1 (6 hp)
Initiative: +0
Speed: 10 ft
AC: 12 (+1 Size, +1 Natural)
Attacks: Maul and Chew +2 melee
Damage: Maul and Chew 1d3+1
Face/Reach: 5 ft by 5 ft / 5 ft
Special Qualities: Slimy
Saves: Fort +1, Refl +0, Will +0
Abilities: Str 12, Dex 10, Con 12, Int 6, Wis 6, Cha 3
Skills: Hide +4, Spot +2, Listen +2, Move Silently +4
Feats: none
Climate/Terrain: Underground, indoors
Organization: Stragglers (1-6), Gang (4-16), Breeding Pit
(10-100), Colony (60-600).
Challenge Rating: ¼
Treasure: ¼ Normal
Alignment: Usually chaotic neutral
Advancement: Cannot advance.
These are basic thrulls, often used for sacrifice or for amusement, fresh out of the Ebon Hand's (and later the Thrulls') breeding pits. These thrulls have not been alchemically or magically altered to form the other more impressive breeds of thrulls. Generally unintelligent,
cowardly and slimy, they are not worth noticing usually, but make for frighteningly effective grappling teams when under the aura of a Thrull Champion.
They resemble in many ways small humanoids, but some have multiple arms or legs. Hey have a soft carapace covering usually black, brown or blue-purple in colour, two orange eyes on their misshapen heads and some have patches of hair of various colours. They are quite slimy to the touch and eye.
COMBAT
Basic Thrulls are not totally unequipped for combat with tooth and claw, but they are woefully unskilled. Their favoured tactic is to gang-rush a target and grapple them to the
ground where their brethren can chew on them.
Slimy (Ex): Persons attempting to grapple a Basic Thrull make all grappling checks at -4 due to their abundant slime. They also gain a +4 circumstance bonus to Escape Artist
checks.
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