Thoul

Thouls are the result of deliberate interbreeding between hobgoblins and trolls by the Cult of Zargon, to create a sub-race known as hobgrolls, who have the ability to regenerate like trolls, but are smaller and more intelligent like hobgoblins. However, due to Zargon's fiendish might, they are empowered with the paralyzing touch of the common ghoul and an increased speed, in exchange for their undying loyalty toward Zargon himself. Thouls roam the Raurin Desert, having escaped from the step pyramid where Zargon had long been trapped (or sent out to roam and raid for him), wandering the wastelands in small bands (1d4+2 in number), hunting and killing at will. All thouls known the direction of Zargon's horn no matter how far away it is and pray toward it, and can hear Zargon's voice so long as Zargon is alive and in the same plane of existence as they are. If Zargon has been slain then they feel his death and seek to recover his horn so that he can regenerate safely. If Zargon's horn is removed from the plane of existence they are on or destroyed then they go insane and begin slaying everything they can find. When a hobgnoll, or any other creature for that matter, is granted the Curse of Zargon, their flesh must be pierced by Zargon's horn, and they must willing agree to serve him. In exchange they gain the paralyzing ghoul of a common ghoul, and the ability to sense Zargon's presence and direction, and an increased in speed by 10 feet. This effect can be removed with a Bestow Curse spell. ORIGINAL APPEARANCE: B4 – The Lost City (1st Edition adventure) Armor Class 13 (natural armor) Hit Points 21 (3d8+9) Speed 40 feet STR 15 (+2) DEX 12 (+1) CON 16 (+3) INT 8 (-1) WIS 10 (+0) CHA 8 (-1) Senses: darkvision 60 feet, passive Perception 10 Languages: Common, Goblin and Giant Challenge: 1/2 (100 XP) Regenerate. The Thoul regains 5 hit points at the start of its turn. If the thoul takes acid or fire damage, this trait doesn't function at the start of the thoul's next turn. The thoul dies only if it starts its turn with 0 hit points and doesn't regenerate. Martial Advantage. Once per turn, The Thoul can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the thoul that isn't incapacitated. Goblinoid Heritage. Thouls resemble hobgoblins, only they are several heads tall and with sharp claws. Goblinoids treat them as allies. They gain the ability to speak goblin as a result. Giant Heritage. Thouls are descended from giants and are treated by giants as giant-kind They gain the ability to speak giant as a result. Sense Zargon. A thoul can sense the general direct of it's master, Zargon the Returner, at all times. It can hear any thoughts that Zargon wishes so long as Zargon is on the same plane of existence that Zargon is. If Zargon is slain then the thoul immediately knows it, and begins to move toward the horn in order to recover and protect it, and is willing to cooperate with other thouls to do so. If the horn is removed from the same plane of existence or destroyed then the thoul goes insane and begins attacking everything it sees (including other thouls), until it is destroyed. ACTIONS Multi-attack. The Thoul makes two claw attacks. Claw. Melee Weapon Attack; +4 to hit; one target; reach 5 ft; (4) 1d4+2 slashing damage. If the target us a creature other than an undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of its turn, ending the effect on itself on a success.

Comments

Please Login in order to comment!