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<blockquote data-quote="the Jester" data-source="post: 6066343" data-attributes="member: 1210"><p><strong><span style="font-size: 18px">THOUL </span></strong></p><p><strong>Source:</strong> 2e Mystara Monstrous Compendium Appendix.</p><p> </p><p>A thoul is a magical hybrid of hobgoblin, troll and ghoul that usually strongly resembles a hobgoblin with slight trollish features, such as greenish skin, a long nose, thin, gangly limbs or wiry black trollish hair. Though thouls are a true species and are capable of breeding, they have a relatively low birth rate, comparable to that of gnomes. This is offset, to some degree, by their regeneration. Thouls are often found amongst hobgoblins, sometimes serving as leaders or shock troops. However, a thoul dwelling among hobgoblins is always treated as an outcast, set apart by its mixed blood.</p><p></p><p><strong><span style="font-size: 15px">Thoul Clubber --- Level 2 Brute </span></strong> </p><p>Medium natural humanoid --- XP 125 </p><p>HP 46; Bloodied 23 Initiative +3 </p><p>AC 14; Fortitude 16; Reflex 14; Will 12 Perception +0</p><p>Speed 6 Darkvision</p><p>Resist 5 necrotic</p><p></p><p><strong>TRAITS</strong></p><p><strong> </strong></p><p><strong>Regeneration</strong></p><p>If the thoul has at least 1 hit point at the start of its turn, it regains 5 hit points. If it takes acid or fire damage, the thoul's regeneration does not function on its next turn.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong></strong></p><p><strong>(mbasic) Club (weapon) * At Will </strong></p><p> Attack: Melee 1 (one creature); +7 vs.AC.</p><p> Hit: 1d6+5 damage.</p><p></p><p><strong>(melee) Savage Blow * At Will </strong></p><p> Attack: Melee 1 (one creature); +7 vs.AC.</p><p> Hit: 2d6+5 damage.</p><p></p><p><strong>(melee) Trounce * At Will</strong></p><p> Attack: Melee 1 (one immobilized creature); +5 vs. Fortitude.</p><p> Hit: 3d6+5 damage and the target falls prone.</p><p><strong></strong></p><p><strong>(melee) Paralyzing Claw * Recharge 5 6 </strong></p><p> Attack: Melee 1 (one creature); +7 vs. AC.</p><p> Hit: 1d8+5 damage, and the target is immobilized (save ends).</p><p>---</p><p>Str 17 Dex 13 Wis 8 </p><p>Con 16 Int 6 Cha 6 </p><p>Alignment chaotic evil Languages Giant, Goblin </p><p>Equipment leather armor, club </p><p></p><p><strong><span style="font-size: 15px">Thoul Render --- Level 3 Soldier </span></strong> </p><p>Medium natural humanoid --- XP 150 </p><p>HP 47; Bloodied 23 Initiative +5 </p><p>AC 19; Fortitude 17; Reflex 15; Will 14 Perception +2 </p><p>Speed 6 Darkvision</p><p>Resist 5 necrotic</p><p><strong></strong></p><p><strong>TRAITS </strong></p><p><strong> </strong></p><p><strong>Regeneration</strong></p><p>If the thoul has at least 1 hit point at the start of its turn, it regains 5 hit points. If it takes acid or fire damage, the thoul's regeneration does not function on its next turn.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong> </strong></p><p><strong>(mbasic) Paralyzing Claws * At Will </strong></p><p> Attack: Melee 1 (one creature); +8 vs. AC.</p><p> Hit: 2d8+2 damage and the target is immobilized (save ends).</p><p></p><p><strong>(melee) Rend * At Will</strong></p><p> Attack: Melee 1 (one immobilized creature); +10 vs. AC.</p><p> Hit: 3d8+2 damage.</p><p></p><p><strong>MOVE ACTIONS </strong></p><p><strong> </strong></p><p><strong>Stand My Ground * At Will</strong></p><p> Effect: Until the beginning of the thoul's next turn, it reduces forced movement on it by 3 squares.</p><p>---</p><p>Str 18 Dex 15 Wis 13 </p><p>Con 15 Int 6 Cha 6 </p><p>Alignment chaotic evil Languages Giant, Goblin </p><p>Equipment chain mail</p><p></p><p><strong><span style="font-size: 15px">Thoul Archer --- Level 7 Artillery</span></strong> </p><p>Medium natural humanoid --- XP 300 </p><p>HP 62; Bloodied 31 Initiative +7 </p><p>AC 19; Fortitude 19; Reflex 20; Will 18 Perception +5 </p><p>Speed 6 Darkvision</p><p>Resist 5 necrotic</p><p></p><p><strong>TRAITS </strong></p><p><strong> </strong></p><p><strong>Regeneration</strong></p><p>If the thoul has at least 1 hit point at the start of its turn, it regains 5 hit points. If it takes acid or fire damage, the thoul's regeneration does not function on its next turn.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong> </strong></p><p><strong>(mbasic) Longsword (weapon) * At Will </strong></p><p> Attack: Melee 1 (one creature); +12 vs. AC.</p><p> Hit: 2d8+6 damage.</p><p></p><p><strong>(rbasic) Longbow (weapon) * At Will</strong></p><p> Attack: Ranged 20 (one creature); +14 vs. AC.</p><p> Hit: 2d10+4 damage.</p><p></p><p><strong>(ranged) Rapid Shot (weapon) * Recharge 6</strong></p><p> Effect: The thoul archer uses longbow against three different targets.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong> </strong></p><p><strong>(melee) Paralyzing Swipe * Encounter </strong></p><p> Requirement: The thoul must be bloodied.</p><p> Trigger: An enemy enters a square adjacent to the thoul.</p><p> Attack (Immediate Reaction): Melee 1 (the triggering creature); +12 vs. AC.</p><p> Hit: 1d10+2 damage, and the target is immobilized (save ends).</p><p>---</p><p>Str 16 Dex 19 Wis 15 </p><p>Con 14 Int 9 Cha 9 </p><p>Alignment chaotic evil Languages Giant, Goblin </p><p>Equipment chain mail, longbow, longsword, 36 arrows</p><p></p><p><strong><span style="font-size: 15px">Thoul Shock Trooper --- Level 7 Elite Brute </span></strong> </p><p>Medium natural humanoid --- XP 600 </p><p>HP 196; Bloodied 98 Initiative +5</p><p>AC 19; Fortitude 20; Reflex 19; Will 18 Perception +4 </p><p>Speed 6 Darkvision</p><p>Resist 10 necrotic</p><p>Saving Throws +2; Action Points 1 </p><p></p><p><strong>TRAITS </strong></p><p><strong> </strong></p><p><strong>Regeneration</strong></p><p>If the thoul has at least 1 hit point at the start of its turn, it regains 5 hit points. If it takes acid or fire damage, the thoul's regeneration does not function on its next turn.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong> </strong></p><p><strong>(mbasic) Greataxe (weapon) * At Will </strong></p><p> Attack: Melee 1 (one creature); +12 vs. AC.</p><p> Hit: 2d12+6 damage, and the thoul pushes the target 1 square.</p><p></p><p><strong>(melee) Cleaving Blow * At Will</strong></p><p> Effect: The thoul shock trooper uses greataxe against two different targets.</p><p></p><p><strong>(melee) Force the Way * Encounter</strong></p><p> Attack: Melee 1 (one creature); +10 vs. Fortitude.</p><p> Hit: 3d12+6 damage, the thoul pushes the target 4 squares and the target falls prone. The thoul then must shift 4 squares to the closest unoccupied space adjacent to the target.</p><p> Miss: The thoul pushes the target 2 squares, then must shift 2 squares to the closest unoccupied space adjacent to the target.</p><p></p><p><strong>TRIGGERED ACTIONS </strong></p><p><strong> </strong></p><p><strong>(melee) Paralyzing Swipe * At Will </strong></p><p> Requirement: The thoul must be bloodied.</p><p> Trigger: An enemy enters a square adjacent to the thoul.</p><p> Attack (Immediate Reaction): Melee 1 (the triggering creature); +12 vs. AC.</p><p> Hit: 1d10+4 damage, and the target is immobilized (save ends).</p><p>---</p><p>Str 20 Dex 15 Wis 13 </p><p>Con 18 Int 7 Cha 9 </p><p>Alignment chaotic evil Languages Giant, Goblin </p><p>Equipment plate armor, great axe</p><p></p><p><strong><span style="font-size: 15px">Thoul Guard --- Level 13 Minion Soldier </span></strong> </p><p>Medium natural humanoid --- XP 200 </p><p>HP 1; a missed attack never damages a minion Initiative +12 </p><p>AC 29; Fortitude 26; Reflex 25; Will 24 Perception +8 </p><p>Speed 6 Darkvision</p><p>Resist 10 necrotic</p><p></p><p><strong>TRAITS </strong></p><p><strong></strong></p><p><strong>Hard to Kill</strong></p><p>If the thoul guard takes damage other than acid or fire damage, it makes a saving throw. If it succeeds, instead of dying, it regains 1 hit point, falls prone and is stunned until the start of its next turn.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong> </strong></p><p><strong>(mbasic) Paralyzing Claw * At Will </strong></p><p> Attack: Melee 1 (one creature); +18 vs. AC.</p><p> Hit: 10 damage, and the target is immobilized (save ends).</p><p>---</p><p>Str 21 Dex 18 Wis 14 </p><p>Con 18 Int 7 Cha 9 </p><p>Alignment chaotic evil Languages Giant, Goblin </p><p>Equipment plate armor, heavy shield</p></blockquote><p></p>
[QUOTE="the Jester, post: 6066343, member: 1210"] [B][SIZE=5]THOUL [/SIze] Source:[/B] 2e Mystara Monstrous Compendium Appendix. A thoul is a magical hybrid of hobgoblin, troll and ghoul that usually strongly resembles a hobgoblin with slight trollish features, such as greenish skin, a long nose, thin, gangly limbs or wiry black trollish hair. Though thouls are a true species and are capable of breeding, they have a relatively low birth rate, comparable to that of gnomes. This is offset, to some degree, by their regeneration. Thouls are often found amongst hobgoblins, sometimes serving as leaders or shock troops. However, a thoul dwelling among hobgoblins is always treated as an outcast, set apart by its mixed blood. [B][SIZE=4]Thoul Clubber --- Level 2 Brute [/SIZE][/B] Medium natural humanoid --- XP 125 HP 46; Bloodied 23 Initiative +3 AC 14; Fortitude 16; Reflex 14; Will 12 Perception +0 Speed 6 Darkvision Resist 5 necrotic [B]TRAITS Regeneration[/B] If the thoul has at least 1 hit point at the start of its turn, it regains 5 hit points. If it takes acid or fire damage, the thoul's regeneration does not function on its next turn. [B]STANDARD ACTIONS (mbasic) Club (weapon) * At Will [/B] Attack: Melee 1 (one creature); +7 vs.AC. Hit: 1d6+5 damage. [B](melee) Savage Blow * At Will [/B] Attack: Melee 1 (one creature); +7 vs.AC. Hit: 2d6+5 damage. [B](melee) Trounce * At Will[/B] Attack: Melee 1 (one immobilized creature); +5 vs. Fortitude. Hit: 3d6+5 damage and the target falls prone. [B] (melee) Paralyzing Claw * Recharge 5 6 [/B] Attack: Melee 1 (one creature); +7 vs. AC. Hit: 1d8+5 damage, and the target is immobilized (save ends). --- Str 17 Dex 13 Wis 8 Con 16 Int 6 Cha 6 Alignment chaotic evil Languages Giant, Goblin Equipment leather armor, club [B][SIZE=4]Thoul Render --- Level 3 Soldier [/SIZE][/B] Medium natural humanoid --- XP 150 HP 47; Bloodied 23 Initiative +5 AC 19; Fortitude 17; Reflex 15; Will 14 Perception +2 Speed 6 Darkvision Resist 5 necrotic [B] TRAITS Regeneration[/B] If the thoul has at least 1 hit point at the start of its turn, it regains 5 hit points. If it takes acid or fire damage, the thoul's regeneration does not function on its next turn. [B]STANDARD ACTIONS (mbasic) Paralyzing Claws * At Will [/B] Attack: Melee 1 (one creature); +8 vs. AC. Hit: 2d8+2 damage and the target is immobilized (save ends). [B](melee) Rend * At Will[/B] Attack: Melee 1 (one immobilized creature); +10 vs. AC. Hit: 3d8+2 damage. [B]MOVE ACTIONS Stand My Ground * At Will[/B] Effect: Until the beginning of the thoul's next turn, it reduces forced movement on it by 3 squares. --- Str 18 Dex 15 Wis 13 Con 15 Int 6 Cha 6 Alignment chaotic evil Languages Giant, Goblin Equipment chain mail [B][SIZE=4]Thoul Archer --- Level 7 Artillery[/SIZE][/B] Medium natural humanoid --- XP 300 HP 62; Bloodied 31 Initiative +7 AC 19; Fortitude 19; Reflex 20; Will 18 Perception +5 Speed 6 Darkvision Resist 5 necrotic [B]TRAITS Regeneration[/B] If the thoul has at least 1 hit point at the start of its turn, it regains 5 hit points. If it takes acid or fire damage, the thoul's regeneration does not function on its next turn. [B]STANDARD ACTIONS (mbasic) Longsword (weapon) * At Will [/B] Attack: Melee 1 (one creature); +12 vs. AC. Hit: 2d8+6 damage. [B](rbasic) Longbow (weapon) * At Will[/B] Attack: Ranged 20 (one creature); +14 vs. AC. Hit: 2d10+4 damage. [B](ranged) Rapid Shot (weapon) * Recharge 6[/B] Effect: The thoul archer uses longbow against three different targets. [B]TRIGGERED ACTIONS (melee) Paralyzing Swipe * Encounter [/B] Requirement: The thoul must be bloodied. Trigger: An enemy enters a square adjacent to the thoul. Attack (Immediate Reaction): Melee 1 (the triggering creature); +12 vs. AC. Hit: 1d10+2 damage, and the target is immobilized (save ends). --- Str 16 Dex 19 Wis 15 Con 14 Int 9 Cha 9 Alignment chaotic evil Languages Giant, Goblin Equipment chain mail, longbow, longsword, 36 arrows [B][SIZE=4]Thoul Shock Trooper --- Level 7 Elite Brute [/SIZE][/B] Medium natural humanoid --- XP 600 HP 196; Bloodied 98 Initiative +5 AC 19; Fortitude 20; Reflex 19; Will 18 Perception +4 Speed 6 Darkvision Resist 10 necrotic Saving Throws +2; Action Points 1 [B]TRAITS Regeneration[/B] If the thoul has at least 1 hit point at the start of its turn, it regains 5 hit points. If it takes acid or fire damage, the thoul's regeneration does not function on its next turn. [B]STANDARD ACTIONS (mbasic) Greataxe (weapon) * At Will [/B] Attack: Melee 1 (one creature); +12 vs. AC. Hit: 2d12+6 damage, and the thoul pushes the target 1 square. [B](melee) Cleaving Blow * At Will[/B] Effect: The thoul shock trooper uses greataxe against two different targets. [B](melee) Force the Way * Encounter[/B] Attack: Melee 1 (one creature); +10 vs. Fortitude. Hit: 3d12+6 damage, the thoul pushes the target 4 squares and the target falls prone. The thoul then must shift 4 squares to the closest unoccupied space adjacent to the target. Miss: The thoul pushes the target 2 squares, then must shift 2 squares to the closest unoccupied space adjacent to the target. [B]TRIGGERED ACTIONS (melee) Paralyzing Swipe * At Will [/B] Requirement: The thoul must be bloodied. Trigger: An enemy enters a square adjacent to the thoul. Attack (Immediate Reaction): Melee 1 (the triggering creature); +12 vs. AC. Hit: 1d10+4 damage, and the target is immobilized (save ends). --- Str 20 Dex 15 Wis 13 Con 18 Int 7 Cha 9 Alignment chaotic evil Languages Giant, Goblin Equipment plate armor, great axe [B][SIZE=4]Thoul Guard --- Level 13 Minion Soldier [/SIZE][/B] Medium natural humanoid --- XP 200 HP 1; a missed attack never damages a minion Initiative +12 AC 29; Fortitude 26; Reflex 25; Will 24 Perception +8 Speed 6 Darkvision Resist 10 necrotic [B]TRAITS Hard to Kill[/B] If the thoul guard takes damage other than acid or fire damage, it makes a saving throw. If it succeeds, instead of dying, it regains 1 hit point, falls prone and is stunned until the start of its next turn. [B]STANDARD ACTIONS (mbasic) Paralyzing Claw * At Will [/B] Attack: Melee 1 (one creature); +18 vs. AC. Hit: 10 damage, and the target is immobilized (save ends). --- Str 21 Dex 18 Wis 14 Con 18 Int 7 Cha 9 Alignment chaotic evil Languages Giant, Goblin Equipment plate armor, heavy shield [/QUOTE]
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