D&D 3E/3.5 M:tG 3.0 to 3.5, Wave 2 - Thrulls!

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.
 
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Basal Thrull

Small Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft
AC: 12 (+1 Size, +1 Natural)
Attacks: Bite +2 melee
Damage: Bite 1d6
Face/Reach: 5 ft by 5 ft / 5 ft
Special Qualities: Sacrificial
Saves: Fort +1, Refl +0, Will +1
Abilities: Str 10, Dex 11, Con 12, Int 6, Wis 6, Cha 3
Skills: Hide +5, Spot +3, Listen +2, Move Silently +4
Feats: none
Climate/Terrain: Underground, indoors
Organization: Stragglers (1-3), Gang (2-12), Breeding Pit (2-40), Colony (10-100).
Challenge Rating: ½
Treasure: ½ Normal
Alignment: Usually chaotic neutral
Advancement: Cannot advance.

The first Thrulls actually magically engineered from the Basic Thrull stock by the Master Breeders of the Order of the Ebon Hand, Basal Thrulls were created to harness and store dark magical energies that would be released in the sacrifices routinely held at the Ebon Keep.

Generally unintelligent and harmless if kept under reign, they became the backbone of the Thrull Rebellion as they had much larger and more effective teeth than the Basic
Thrull.

Basal Thrulls come in thousands of shapes and designs, all of which have the same soft carapace covering as the Basic Thrull, although some are significantly more ornate
(and were later bred into the Armour Thrull breed). Because of their use as sacrifices, the slime trait of the Basic Thrulls was bred out, making them easier to tie up.

COMBAT

With their large teeth and greater bulk, Basal Thrulls make for significantly greater combatants than their cousins from the Breeding Pits. They climb and bite their opponents, and have been known to worry their way through even plate mail
with sufficient effort.

Sacrificial (Su): Persons of evil alignment who sacrifice a Basal Thrull using an unholy dagger or sword may cast their next spell as if they were four levels higher (for duration, damage, and so on), or may combine it with up to two levels of metamagic
feats for free. This must be done within 10 minutes of the sacrifice.
 

Armour Thrull

Medium Aberration
Hit Dice: 3d8+6 (20 hp)
Initiative: +0
Speed: 20 ft
AC: 18 (+8 Natural)
Attacks: 2 Claws +3 melee, Bite +0 melee
Damage: Claws 1d4+1, Bite 1d6+1
Face/Reach: 5 ft by 5 ft / 5 ft
Saves: Fort +3, Refl +1, Will +1
Abilities: Str 12, Dex 10, Con 14, Int 6, Wis 6, Cha 4
Skills: Hide +4, Spot +4, Listen +4, Move Silently +4
Feats: none
Climate/Terrain: Underground, indoors
Organization: Stragglers (1-3), Gang (2-8), Breeding Pit (3-36), Colony (5-50).
Challenge Rating: 2
Treasure: ½ Normal
Alignment: Usually chaotic neutral
Advancement: 4-5 HD (Medium-size); 6-8 HD (Large-size)

Bred by the Master Breeders based on the ornate carapaces exhibited by some Basal Thrulls, the Armour Thrull is almost a piece of art in design. The Armour Thrull is nearly
humanoid in shape and size, and is covered with interlocking armour plates almost as strong as plate armour. The Armour Thrulls were also bred to have more natural weaponry than previous Thrulls, thus making the armour suits more effective. When an Armour Thrull is killed (usually done by the Order of the Ebon Hand while they were
sleeping by jamming a steel spike into the soft spot under the back of the Thrull’s skull), the plates make for a very economical suit of plate mail. (Heavy Armour, +6 Armour Bonus, +1 Max Dex Bonus, -6 Armour Check Penalty, 35% Arcane Spell Failure, 35 pounds, equipped with free Armour Spikes and Spiked Gauntlets that do not interfere in normal weapon use).

COMBAT

Armour Thrulls were the first to ever show any aptitude for combat, with their collection of natural weapons and larger size than the previous Thrulls. Fortunately they were bred to be cowards, and the constant culling of the herd to make armour for the mercenaries hired by the Ebon Hand kept them in check. They prefer to attack in a rush of other Thrulls, biting and clawing with reckless abandon once in the fight.
 

Necrite

Medium Aberration
Hit Dice: 3d8+3 (17 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft
AC: 19 (+3 Dex, +6 Natural)
Attacks: 2 Claws +3 melee
Damage: Claws 1d6+1 plus Death
Face/Reach: 5 ft by 5 ft / 5 ft
Saves: Fort +2, Refl +4, Will +4
Abilities: Str 12, Dex 16, Con 12, Int 9, Wis 13, Cha 8
Skills: Hide +6, Spot +4, Listen +4, Move Silently +8,
Search +2
Feats: none
Climate/Terrain: Underground, indoors
Organization: Solitary (1), Murder (2-5)
Challenge Rating: 3
Treasure: ½ Normal
Alignment: Usually neutral evil
Advancement: Assassin

Necrites were one of the last of the Thrulls bred by the Ebon Hand. Designed to be assassins against the Order’s political enemies, they never dreamed that the Necrites
would soon kill the very Master Breeder who created them. There is something about the Necrites which is deadly, as if their very existence was death. It is rumoured that during the creation of a Necrite, the Master Breeders invested them with a little bit of their fell God, making them into the assassins they are.

COMBAT

Necrites attack with their blade-like claws, working like a whirlwind of death in melee, but prefering to strike silently from hiding.

Death (Su): There is something about Necrites that kills. Even spending too much time in the presence of Necrites can be deadly to non-thrulls (save against the Death effect
once every hour that someone is within 20 feet of a Necrite). Anyone struck by a Necrite must immediately make a Fortitude save DC 10 + ½ Necrite’s HD + Con
Bonus (DC 13 for generic non-classed Necrites) or suffer as if poisoned, losing 3D6 Con, and having to save again against the loss of a further 3D6 Con in 1 minute. This is
not actually poison, but a supernatural aura of death surrounding the Necrite.

Necrite Characters: All necrites advance as Assassins, even though they do not have the class pre-requisites. They may not advance as any other class.
 

Thrull Wizard

Medium Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft
AC: 12 (+1 Dex, +1 Natural)
Attacks: Bite +0 melee
Damage: Bite 1d4-2
Face/Reach: 5 ft by 5 ft / 5 ft
Special Qualities: Counterspelling
Saves: Fort +0, Refl +1, Will +4
Abilities: Str 8, Dex 12, Con 10, Int 12, Wis 12, Cha 12
Skills: Hide +2, Spot +4, Listen +4, Move Silently +4, Knowledge (Arcana) +2, Spellcraft +6, Concentration +5
Feats: none
Climate/Terrain: Underground, indoors
Organization: Stragglers (1-2), Gang (1-6), Breeding Pit (2-24), Colony (4-40).
Challenge Rating: 1
Treasure: ½ Normal
Alignment: Usually chaotic neutral
Advancement: Sorcerer

The fact that Thrulls could store magical energy was exploited in the creation of the Thrull Wizards, Thrulls specifically designed to aid in the performance of the Order
of the Ebon Hand’s unholy rituals. Thrull Wizards are among the most humanoid of the Thrulls. They are generally weaker but more intelligent than most of their brethren, and their natural magical abilities manifest in a quick grasp of magic and counter-magic. Many also become somewhat skilled sorcerers.

COMBAT

Quite simply, Thrull Wizards avoid combat at all costs. They prefer to remain in the back ranks where they can use their counterspelling effectively and rely on their brethren to act as a living shield for their abilities.

Counterspelling (Su): Thrull Wizards are naturally adept at counterspelling. Whenever they see a spell being cast they may make a Spellcraft roll to attempt to counter it. The spell caster must also make a spellcraft roll or a roll to defeat SR with the SR being equal to the result of the Thrull’s Spellcraft roll. If the spell caster succeeds the spell is cast without hitch, otherwise the spell is lost with no effect.

Thrull Wizard Characters: With their natural inclination towards magic, Thrull Wizards may advance as Sorcerers (and as no other class). Some few advance as high as fourth or fifth level, but with their restrictive Cha, they cannot cast high-level spells.
 

Derelor

Large (Long) Aberration
Hit Dice: 7d8+35 (67 hp)
Initiative: +0
Speed: 30 ft
AC: 13 (+4 Natural, -1 Size)
Attacks: 2 Slams +11/+5 melee or Weapon +11/+5 melee
Damage: Slam D6+7 or weapon +7
Face/Reach: 5 ft by 10 ft / 5 ft
Special Qualities: Spell Absorbing
Saves: Fort +7, Refl +2, Will +4
Abilities: Str 24, Dex 10, Con 20, Int 8, Wis 8, Cha 8
Skills: Hide +2, Spot +6, Listen +6, Move Silently +2, Intimidate +10
Feats: Power Attack, Cleave
Climate/Terrain: Underground, indoors
Organization: Stragglers (1-2), Gang (1-6), Breeding Pit (2-12), Colony (3-24).
Challenge Rating: 5
Treasure: ½ Normal
Alignment: Neutral Evil
Advancement: 8-12 HD (large-sized), 13-16 HD (hugesized)

The most powerful of the Thrulls, the Derelor was considered a failed experiment because it actually inhibited the use of the Order of the Ebon Hand’s dark magics.
Derelor resemble massive, thickly muscled, black centaurs. They tower over the other Thrulls in battle and are respected in turn for their stature and brute strength.

Because Master Breeder Endrek Sahr spawned several dozen of these monstrosities, many magics of the Ebon Hand failed to manifest, and when the Order discovered the
cause, they executed him.

COMBAT

Derelor can fight effectively using their mighty fists, but truly come into their own with a huge weapon such as a Falchion (2d6 damage, 18-20/x2 Crit). With their massive strength they can sweep the field clear like no other Thrull.

Spell Absorbing (Su): Whenever a Necromantic or “evil” spell is cast within 400 feet of a Derelor, the caster’s level is treated as being two less for all level-variable effects. The Derelor gains +2 Strength for one hour each time this power manifests. This Spell Absorption stacks if there are multiple Derelors within 400 feet of the caster or the area of effect of the spell.
 

MindStab Thrull

Small Aberration
Hit Dice: 3d8+3 (17 hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft
AC: 17 (+3 Natural, +1 Size, +3 Dex)
Attacks: Stab +6 melee
Damage: Stab d6 + Mindstab
Face/Reach: 5 ft by 5 ft / 5 ft
Saves: Fort +2, Refl +4, Will +3
Abilities: Str 10, Dex 16, Con 12, Int 12, Wis 10, Cha 11
Skills: Hide +6, Spot +6, Search +4, Move Silently +6, Tumbling +9
Feats: Weapon Finesse (Stab)
Climate/Terrain: Underground, indoors
Organization: Stragglers (1-2), Gang (1-6), Breeding Pit (2-16), Colony (3-30).
Challenge Rating: 2
Treasure: ½ Normal
Alignment: Neutral Evil
Advancement: 4-5 HD (small-sized), 6-8 HD (mediumsized)

A terrifying Thrull in a small and bizarre package. Mindstab Thrulls exist a variety of strange and nightmarish forms, usually with multiple legs and arms and occasionally a
proboscis extending from the front or back of their often human-like heads. One of these limbs bears a sharp, hollow tube.

COMBAT

Mindstab Thrulls scamper forward between the legs of advancing thrulls and opposing warriors, searching for spellwielding opposition to attack. In a mass-combat situation,
groups of them can be seen rushing towards those who exhibit spell-casting ability.

Mindstab (Ex): Successful stab attacks against a spellcaster force the caster to make a Fortitude save (DC 13) or they immediately lose 2d6 spell levels of spell slots or
prepared spells, as the Mindstab Thrull attempts to channel the power into themselves through their proboscis.
Fortunately, their evolution was never complete and they cannot actually gain any power from this other than nourishment.
 

Thrull Champion

Medium Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft
AC: 17 (+2 Dex, +5 Natural)
Attacks: Slam +6 melee or Weapon +6 melee
Damage: Slam d6+3 or Weapon +3
Face/Reach: 5 ft by 5 ft / 5 ft
Special Qualities: Incredible Morale
Saves: Fort +3, Refl +3, Will +3
Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 14
Skills: Intimidate +6, Sense Motive +4, Spot +5, Search +6, Hide +4, Move Silently +4
Feats: Power Attack
Climate/Terrain: Underground, indoors
Organization: Straggler (1), Team (1-2), Breeding Pit (1-4), Colony (2-9).
Challenge Rating: 2
Treasure: Normal
Alignment: Neutral Evil
Advancement: 5-7 HD (medium-sized), 8-10 HD (largesized)

Thrull Champions were bred for combat, and were trained and worked to be useable in the place of the Ebon Hand’s mercenary forces. But left to themselves in the Breeding Pits, they also became the natural leaders of the Thrulls and led them through the Thrull Revolt against their erstwhile masters. Even the dark and brooding Necrites fell
devotion and loyalty towards the Champions. If not for the Champions, the Thrull Rebellion would certainly have failed, or perhaps never have started.

Most Champions are generally humanoid in build, but many have tentacular limbs in the place of arms or legs. They all have pure black skin and blue eyes. They all look quite
powerful with muscles showing clearly beneath their thick black hides.

COMBAT

Thrull Champions live for combat. They try to get into the middle of it like the Derelor, but also try to command the other Thrulls while at it. While fighting they emit an ululating “song” that is completely inhuman and somewhat unnerving the first time it is heard. They attack with whatever weapons they have at hand, otherwise falling back to using their bare fists.

Incredible Morale (Su): Thrull champions gain a +4 morale bonus on all saves against fear. As long as a Thrull Champion is present within 200 feet of another Thrull
(including other Thrull Champions) that thrull gains a +2 morale bonus to all saves, to hit, damage and hit points per hit die. Incredible Morale bonuses do stack, so a Thrull in
the company of 4 Thrull Champions gains +8 to all saves, to hit, damage and hit points per die (and each Thrull Champion gets +6 to saves, to hit, damage and hit points
per die).
 

Interresting take on the Thrulls, I particularly like the Basal Thrulls sacrificial ability.

Sacrifice a Basal Thrull to cast a Maximized Meteor Swarm at caster level 17...
 

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