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The Beastmaster - 3e custom monsters
Thoul













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By sandskimmer
















THOUL
Medium-Size Humanoid

Hit Dice: 3d8+6 (19 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 17 (+1 Dex, +3 studded leather, +3 natural)
Attacks: Longsword +5 melee; or shortbow +3 ranged; or 2 claws +5 melee
(+2 bab per p.13 MM, +3STR/+1DEX)
Damage: Longsword 1d8+3; or shortbow 1d6; or claw 1d3+3 and paralysis
Face/Reach: 5 fy. By 5 ft./5 ft.
Special Attacks: Paralysis
Special Qualities: Darkvision 60 ft., regeneration 3
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 16, Dex 12, Con 14, Int 7, Wis 11, Cha 8
Skills: Hide +3, Listen +5, Move Silently +3, Spot +5
Feats: Alertness
__________________________________________
Climate/Terrain: Any non-artic
Organization: Gang (4-9), warband (10-24), or tribe (10-100 plus 50% non-combatants (whelps)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class

Thouls are magical crosses between ghouls, hobgoblins, and trolls. In spite of their ghoulish blood, they are living creatures, not undead. Most thouls look like hobgoblins, 6 1/2 feet tall, dark skinned, and untidy, but also show signs of their troll ancestry dull black hair ropy in texture, and long, tube-like noses. Thouls speak goblin and/or giant. Occasionally (20% of the time), they will also speak common. Thouls dress and care for their weapons just as hobgoblins do. Thouls share their hobgoblins hatred of elves, and most thouls encountered outside the lair are warriors (see page 39 in the DUNGEON MASTERS Guide).

COMBAT
Paralysis (Ex): Those hit by a thouls claws must succeed at a Fortitude save (DC 13) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.
Regeneration (Ex): Fire and acid deal normal damage to a thoul. If a thoul loses a limb or body part, the lost portion regrows in 4d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

THOUL SOCIETY
Thouls do not have designated leaders. They share a communal society where all are equal and the tribe makes all decisions collectively as a whole. Thouls cooperate in combat, coordinating their attacks to the best of their abilities, without relying on a commander or leader of any kind. Thouls have a brutal, militaristic outlook just as hobgoblins do. They live in small family groups in caves or ruins. Thouls live about 50 years, and their lair contains two young for each adult. Immature thouls inflict no damage other than paralysis (DC 10). The females will defend themselves just as aggressively as the males, but usually do not wield weapons, instead relying on their claw attacks exclusively. Thouls sometimes serve as bodyguards for hobgoblin chieftains. Any thoul living among hobgoblins is feared and hated for its superior abilities and status, and a thoul living in a hobgoblin tribe without the sponsorship of a powerful hobgoblin leader is treated as a wretched outcast. Frequently, such thoul survive the abuse they suffer only by virtue of their regenerative abilities.

THOUL CHARACTERS
A thouls favored class if fighter. Thoul clerics worship Maglubiyet, or some other evil deity. They can have two of the following domains: Evil, Destruction, and Trickery. Most thoul spellcasters, however, are adepts (see page 37 in the DUNGEON MASTERS Guide). Thoul adepts favor spells that deal damage.