D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project

ok, back to the darter. i'm going to give them a claw attack that deals 1d2-1 damage, and remove the bite attack which should never have been there in the first place.

Blood Drain (Ex): A darter can drain blood from a helpless opponent by making a successful claw attack. The darter then drains blood, dealing 1d2 points of Constitution damage each round the victim remains helpless. Once it has dealt 2 points of Constitution damage, it crawls off to digest the meal.
 

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next up! :)

Thoul
Medium-size Monstrous Humanoid
Hit Dice: 3d8+12 (25 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 40 ft.
AC: 14 (+2 Dex, +2 natural)
Attacks: 2 claws +5 melee; or longsword +5 melee; or longbow +5 ranged
Damage: Claw 1d3+2 plus paralysis; or longsword 1d8+2; or longbow 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Paralysis
Special Qualities: Fast healing (1), darkvision 60 ft., scent
Saves: Fort +5 Ref +5 Will +3
Abilities: Str 15 Dex 14 Con 18 Int 6 Wis 11 Cha 10
Skills: Hide +6, Listen +4, Move Silently +6, Spot +4
Feats: Improved Initiative

Climate: Any land and underground
Organization: Squad (2-5), band (10-20 plus 20% non-combatants plus 1 3rd level leader per 5 adults), troupe (3-12 thouls of 1st to 2nd level plus 1d6 hobgoblins of 1st to 3rd level plus 1 hobgoblin ?king? of 6th level or higher), or clan (20-80 plus 1 3rd level leader per 5 adults, 2 or 3 subchieftains of 5th to 7th level, and one chieftain of 10th level or higher)
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

Arcane experimentation by hobgoblin loremasters ages ago produced the bizarre hybrid race known as the thouls. It is assumed that the loremasters wanted to create a race of bodyguards that had the discipline of a hobgolin, the power and regenerative properties of a troll, and the paralyzing touch of a ghoul. What they got instead was a pitiful, pained creature that, although quite capable of filling the role of bodyguard, was nowhere near as powerful as the hobgoblin kings had hoped.

From a distance of greater than 10 feet a thoul closely resembles a hobgoblin; it takes a Spot check (DC 15) or previous experience with hobgoblins to tell the difference. A thoul?s skin is slightly greener and lumpier than that of a hobgoblin, and its nose is long and hooked?no doubt these features are holdovers from its trollish aspects. The eyes of a thoul have no pupils, giving them a stare that is most disconcerting to those not accustomed to them.
Thouls have no language of their own, and speak Goblin.

Some rare thouls know Orc or Common.

Combat
Although thouls can fight with melee weapons, most of them avoid doing so in order to make use of their paralyzing claws. If a thoul must enter melee with an elf, it uses a weapon since elves are immune to its paralyzing touch.

Paralysis (Su): Any living creature struck by a thoul must make a Fortitude save (DC 15) or be paralyzed for 1d6+2 rounds.

Fast Healing (Su): Thouls heal 1 hit point of damage per round.

Thoul Society
The secret to the creation of a thoul has been lost to history. Little has been seen or heard from the thouls for some time and indeed this race was thought to have died out long ago. Some rumor that the strange creatures were unable to reproduce and propagate, while others suggest that the hobgoblins realized the error of their ways and embarked on their own secret campaign to destroy them. The rumors of the extinction of the thoul are false, however, and in recent years more and more of them have been crawling up from the depths of caves and dungeons. It would appear that thouls can reproduce after all, and have been doing so in some secluded retreat far from all other races. Thouls have once again started to appear in the company of powerful hobgoblin warlords. The mistakes of the past are so quickly forgotten.

Much to the dismay of villagers and adventurers alike, the thouls are back.

Thoul Characters
The favored class of a thoul is fighter. Most thoul leaders are fighters or barbarians. The instinct for battle is so strong that most thouls rarely become any class that is not capable of combat.

1978 Wizards of the Coast, Inc.
Originally found in D&D Basic
 

and here are its appearances, that i have been able to find:

D&D Basic Rulebook (1981):

Thoul

Armor Class: 6
Hit Dice: 3**
Move: 120' (40')
Attacks: 2 claws or 1 weapon
Damage: 1-3/1-3 or weapon
No. Appearing: 1-6 (1-10)
Save As: Fighter: 3
Morale: 10
Treasure Type: C
Alignment: Chaotic

A thoul is a magical combination of a ghoul, a hobgoblin, and a troll (see D&D EXPERT rules). Except when very close, thouls look exactly like hobgoblins, and they are sometimes found as part of the bodyguard of a hobgoblin king. The touch of a thoul will paralyze (in the same way as that of a ghoul). If it is damaged, a thoul will regenerate 1 hit point per round as long as it is alive. (After a thoul is hit, the DM should add 1 hit point to its total at the beginning of each round of combat.)


D&D Basic Set (1983):

Thoul

Armor Class: 6
Hit Dice: 3**
Move: 120' (40')
Attacks: 2 claws or 1 weapon
Damage: 1-3/1-3 or by weapon
No. Appearing: 1-6 (1-10)
Save As: Fighter: 3
Morale; 10
Treasure Type: C
Alignment-. Chaotic
XP value: 65

A thoul is a magical combination of a ghoul, a hobgoblin, and a troll (a creature explained in the D&D EXPERT Set). Except when very close, thouls look exactly like hobgoblins, and are sometimes found as part of the bodyguard of a hobgoblin king. The touch of a thoul will paralyze (in the same way as that of a ghoul). If it is damaged, a thoul will regenerate 1 hit point per round as long as it is alive. After a thoul is hit, the DM should add 1 hit point to its total at the beginning of each round of combat.


D&D Cyclopedia (1991):

Thoul

Armor Class: 6
Hit Dice: 3** (M)
Move: 120' (40')
Attacks: 2 claws or 1 weapon
Damage: 1d3/1d3 or by weapon
No. Appearing: 1d6 (1d10)
Save As: F3
Morale: 10
Treasure Type: C
Intelligence: 6
Alignment: Chaotic
XP Value: 65

Monster Type: Monster (Very Rare). These creatures are not Undead.

A thoul is a magical combination of a ghoul, a hobgoblin, and a troll. Except when very close, thouls look exactly like hobgoblins, and are sometimes found as part of the bodyguard of a hobgoblin king or Chaotic ruler.

The touch of a thoul will paralyze (in the same way as that of a ghoul). If it is damaged, a thoul will regenerate 1 hit point per round as long as it is alive.

There can be thoul spellcasters; see "Monster Spellcasters" later in this chapter.

Terrain: Barren Lands, Cavern.


Thoul
CLIMATE/TERRAIN: Any non-arctic
FREQUENCY: Very Rare
ORGANIZATION: Solitary or Tribal
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Low (5 - 7)
TREASURE: C
ALIGNMENT: Lawful Evil
NO. APPEARING: 1d6
ARMOR CLASS: 6
MOVEMENT: 12
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 2 or 1
DAMAGE/ATTACK: 1d3 (claw)/1d3 (claw) or by weapon
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENCES: Regeneration
MAGIC RESISTANCE: Nil
SIZE: M (6' 1/2 tall)
MORALE: Champion (15)
XP VALUE: 270
Spellcaster, 1st level: 420
Spellcaster, 2nd level: 650
Spellcaster, 3rd level: 975
Spellcaster, 4th level: 1,400

Thouls are magical crosses between ghouls, hobgoblins, and trolls. In spite of their ghoulish blood, they are living creatures, not undead.

Most thouls look just like hobgoblins: about 6 1/2 feet tall, dark skinned, and untidy. Some, however, show clear signs of their troll ancestry. Such thouls can have any of the following characteristics: relatively hairless skin with a greenish cast instead of the dark?red or reddish?orange skin of hobgoblins; slate gray or dull black hair, ropy in texture; long and tubelike noses like a troll's, very different from a hobgoblin's rather canine muzzle.

Like hobgoblins, thouls have yellow teeth. Their eyes? yellow like some hobgoblins or pure white?lack any pupil; this and their somewhat vacant look are traits that point to their troll and ghoul ancestry.

Again like hobgoblins, thouls favor brightly colored clothing, usually blood?red cloth and gleaming?black leather. Their weapons are always well cared for and brilliantly polished.

Thouls have no tongue of their own speaking hobgoblin instead. Roughly 60% also speak the languages of orcs, goblins, and carnivorous apes. Thouls living among hobgoblins can speak Common if their hobgoblin hosts do. Independent thouls speak Common 20% of the time.

Combat: Like hobgoblins, thouls have infravision with a range of 60 feet and fight equally well in bright light or darkness. Thouls living with hobgoblins share their hosts' hatred of elves.

Thouls can paralyze victims just as ghouls can. A target hit by a thoul's claw must make a successful saving throw vs. paralyzation or be paralyzed for 1d6+2 rounds. Thouls often disdain the use of melee weapons unless they are facing elves, who are immune to the paralyzation effect.

Armed thouls usually carry some kind of sword and a long bow. When injured, a thoul can regenerate one lost hit point a melee round as long as it remains alive.

Habitat/Society: Thouls have a brutal, militaristic outlook, just as hobgoblins do. Independent thouls live in small family groups in caves or ruins. Lone thoul encounters are with hunters and scouts whose business has taken them away from the main group. A thoul lair contains two young for each adult. Immature thouls inflict no damage other than paralysis (victims receive a +2 bonus on saving throws).

Thouls often serve as bodyguards to hobgoblin kings and chieftains. About 25% of subterranean hobgoblin lairs have 2d6 thoul guards (only 5% of hobgoblin surface villages have thouls). Any thoul living among hobgoblins is hated and feared for its superior abilities and status, and a thoul living in a hobgoblin ale without the sponsorship of a powerful hobgoblin leader is treated as wretched outcast. Frequently, such thoul survive the abuse they suffer only by virtue of their regeneration ability.

Thoul spellcasters are rare but slightly more frequent among thouls living with hobgoblins. Thouls can become shamans of up to 5th level with access to the Necromancy, Healing, and Charm spheres. Thouls can also become 4th?level witch doctors with spells from the Illusion/Phantasm, Enchantment/Charm, and Necromancy schools.

Ecology: Thouls are a viable race but have one of the lowest birthrate among humanoids. Opportunistic hobgoblins, and occasionally orcs, frequently raid independent thoul communities to get young thouls to train as royal bodyguards, assistant shamans, or witch doctors.

Thouls live about 50 years. Thoul guards in hobgoblin lairs live a little longer, due to better food and living conditions.
 

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