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by Andrew Theisen

Medium Monstrous Humanoid
Hit Dice: 3d8+9 (23 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
AC: 14 (+1 Dex, +1 natural, +2 leather armour), touch 11, flat-footed 13
Base Attack/Grapple: +3/+4
Attacks: Claw +5 melee (1d3+1 plus paralysis) or club +4 melee (1d6+1)
Full Attack: 2 claws +5 melee (1d3+1 plus paralysis) or claw +5 melee (1d3+1 plus paralysis) and club +2 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis
Special Qualities: Darkvision 60 ft., fast healing 3
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 13, Dex 13, Con 16, Int 6, Wis 8, Cha 6
Skills: Hide +2, Listen +1, Move Silently +2, Spot +1
Feats: Weapon Focus (claw), Multiattack
Environment: Cold hills
Organisation: Solitary, pack (2-4), gang (5-10)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

This bony humanoid stands about 6 1/2 feet tall. It has hairy skin, thick, ropy hair, feral eyes and a flat nose and chin.

A thoul is a magical combination of a ghoul, a hobgoblin, and a troll. A thoul looks almost exactly like a hobgoblin, though leaner and bonier. It is only when one approaches closely that distinguishable characteristics can be discerned. Its skin is a pale greenish colour and rubbery. Their hair is brownish to black in colour, and thick and matted. Their eyes are yellowish or dark brown, and their teeth are larger and sharper than a hobgoblins. They tend to dress in drab colours, often wearing animal hides or furs over leather armour.
Thouls speak Goblin. Those rare few that have Intelligence scores of 12 or higher also speak Common.


Thouls are undisciplined and lack complex strategies when they attack. It will use its natural paralysis ability to incapacitate as many foes as possible, allowing it to concentrate its attacks on those opponents that prove immune to its ghoulish touch. Their reliance on their healing abilities often leads thouls to underestimate their chances against any particular group of foes- usually leading to fatal consequences for the thoul.

Paralysis (Ex): Any foe struck by the thoul's claw attack must make a Fortitude save against a DC 14 or else be paralysed for 1d6+1 rounds.

Fast Healing (Ex): A thoul heals 3 hit points every round, so long as it has at least 1 hit point.

THOUL SOCIETY Thouls are uncivilised and violent creatures. They exist on the fringes of humanoid society, feeding on the carrion and waste left behind by others. Occasionally, thouls are taken into the service of hobgoblin tribes, to serve as bodyguards and shock troops. Under the militaristic discipline of the their "cousins", these thouls can prove to be very deadly foes. Thouls in these conditions often have very clean and high quality armour and weapons, and prove to have a keen strategic sense of mind.


Most thouls are barbarians or rogues. Thoul clerics (shamans) worship Thanatos. A thoul cleric has access to the following domains: Death, Destruction, or Evil.
Thoul characters possess the following racial traits:

+2 Strength, +2 Dexterity, +6 Constitution, -4 Intelligence, -2 Wisdom, -4 Charisma.
Medium size.
A thoul's base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A thoul begins with 3 levels of monstrous humanoid, which gives it 3d8 hit dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
Racial Skills: A thoul's monstrous humanoid levels give it skill points equal to 6 X (2 + Int modifier, minimum 1 point). Its class skills are Hide, Listen, Move Silently, and Spot.
Racial Feats: A thoul's levels give it 2 feats.
+1 natural armour bonus.
Special Attacks (see above): Paralysis.
Special Qualities (see above): Fast healing 3
Weapon and Armour Proficiency: A thoul is automatically proficient with simple weapons and light armour and shields.
Automatic Languages: Goblin. Bonus Languages: Common, Giant, Orc.
Favoured Class: Barbarian.
Level Adjustment: +3