Thoul
by John Walter BilesThouls are not undead, though they are a strange crossbreed of a ghoul, a troll, and a hobgoblin; except for their vicious claws and a green skin tint, they look like normal hobgoblins and often live with or even rule hobgoblin tribes. Some of them become spellcasters.
Thoul Archer Level 8 Artillery
Medium natural humanoid XP 350
Initiative +10 Senses Perception +4; darkvision
HP 70; Bloodied 35
Regeneration 5 (if the thoul takes acid or fire damage, regeneration does not function until the end of its next turn)
AC 20; Fortitude 20, Reflex 22, Will 18
Speed 8, climb 4
m Claws (standard; at-will)
+13 vs. AC; 1d4 + 5 damage, and the target is immobilised (save ends).
M Paralysing Blow (standard; at-will)
Target must be immobilised, stunned, or unconscious; +11 vs. Fortitude; 1d8 + 5 damage, and the target is stunned (save ends).
R Longbow (standard; at-will)
Ranged 15/30; The Thoul shifts one square, then +15 vs. AC; 1d10+6 damage
Bleeding Wound Shot (standard; Refresh 5-6)
Ranged 15/30; +13 vs. Fortitude; 3d8+5 and 5 ongoing damage
Thoul Healing | Healing
If the thoul is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 5 hit points.
Alignment Chaotic evil Languages Common
Skills Stealth +13
Str 15 (+5) Dex 20 (+8) Wis 12 (+4)
Con 16 (+6) Int 11 (+3) Cha 13 (+4)
Equipment: Longbow and arrowsNot too many Thoul become archers, but those who do can be quite impressive.
Thoul Priest Level 7 Controller (Leader)
Medium natural humanoid XP 300
Initiative +3 Senses Perception +4; darkvision
HP 80; Bloodied 40
Regeneration 5 (if the thoul takes acid or fire damage, regeneration does not function until the end of its next turn)
AC 21; Fortitude 18, Reflex 17, Will 20
Resist Necrotic 10
Vulnerable Radiant 5
Speed 8, climb 4
m Claws (standard; at-will)
+12 vs. AC; 1d8 + 4 damage, and the target is immobilised (save ends).
M Paralysing Blow (standard; at-will)
Target must be immobilised, stunned, or unconscious; +10 vs. AC; 3d6 + 5 damage, and the target is stunned (save ends).
Unholy Breath (standard; Refresh 5-6) | Necrotic
Close Blast 3; +11 vs. Fortitude; all allies in area gain +2 to hit until end of next turn; all foes take 1d8+5 damage and are slowed (save ends)
No Escape (standard; Encounter) | Necrotic, Zone
This creates a 7 square zone of connected squares up to 4 squares high within 10 squares of the Thoul; it counts as difficult terrain, costing 2 to move through; anyone who crosses it takes 2d6+6 Necrotic Damage; anyone who starts their turn next to it takes 1d6+6 necrotic. The wall blocks line of sight.
Unholy Strength (standard; encounter) | Healing, Necrotic
Close Burst 5; all allies in area of effect gain 7 temp HP except minions; +11 vs. Fortitude; all foes suffer 3d10+5 necrotic damage
Thoul Healing | Healing
If the thoul is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 5 hit points.
Alignment Chaotic evil Languages Common
Skills Arcane +10, Insight +13, Religion +10
Str 15 (+5) Dex 11 (+3) Wis 20 (+8)
Con 16 (+6) Int 14 (+5) Cha 13 (+4)
Equipment: Chainmail Armour, Holy SymbolThoul Priests typically serve either Demogorgon, Ranivorus, or else Orcus.
Thoul Warrior Level 7 Soldier
Medium natural humanoid XP 300
Initiative +7 Senses Perception +4; darkvision
HP 80; Bloodied 40
Regeneration 5 (if the thoul takes acid or fire damage, regeneration does not function until the end of its next turn)
AC 23; Fortitude 18, Reflex 20, Will 16
Speed 8, climb 4
m Claws (standard; at-will)
+14 vs. AC; 1d8 + 4 damage, and the target is immobilised (save ends).
M Paralysing Blow (standard; at-will)
Target must be immobilised, stunned, or unconscious; +12 vs. AC; 3d6 + 5 damage, and the target is stunned (save ends).
Exploit Opening (Immediate Reaction; Refresh 5-6)
When a Melee attack misses the Thoul, he receives a basic attack against his attacker.
Thoul Healing | Healing
If the thoul is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 5 hit points.
Alignment Chaotic evil Languages Common
Skills Stealth +10
Str 15 (+5) Dex 14 (+5) Wis 12 (+4)
Con 16 (+6) Int 11 (+3) Cha 13 (+4)
Equipment: Plate ArmourThoul Warriors sometimes rule over tribes or act as bodyguards for strong shamans and warlords.
Thoul Warlock Level 7 Skirmisher
Medium natural humanoid XP 300
Initiative +8 Senses Perception +5; darkvision
HP 78; Bloodied 39
Regeneration 5 (if the thoul takes acid or fire damage, regeneration does not function until the end of its next turn)
AC 21; Fortitude 17, Reflex 18, Will 20
Speed 8, climb 4
m Claws (standard; at-will)
+12 vs. AC; 1d8 + 4 damage, and the target is immobilised (save ends).
M Paralysing Blow (standard; at-will)
Target must be immobilised, stunned, or unconscious; +10 vs. AC; 3d6 + 5 damage, and the target is stunned (save ends).
r Eldritch Blast (standard; at-will) | Arcane
Ranged 10; +10 vs. Reflex; 1d10 + 6
R Claws of the Ghoul (standard; Refresh 5-6) | Arcane
Ranged 10; Make a Claws (or Paralysing Blow if the target meets the requirements) attack at a target up to 10 squares away.
R Enticing Stare (standard; Refresh 5-6) | Arcane, Psychic
Ranged 10; +10 vs. Will; target takes 1d6+4 damage and is pulled 4 squares.
R Terror Bolt (standard; encounter) | Arcane, Fear, Psychic
Ranged 10; +10 vs. Will; target takes 3d10+5 Psychic damage and is immobilised (save ends)
Warlock’s Wrath
+1d6 damage when attacking the closest target with Arcane powers.
Thoul Healing | Healing
If the thoul is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 5 hit points.
Alignment Chaotic evil Languages Common
Skills Arcane +10, Bluff +13, Intimidate +13
Str 13 (+4) Dex 16 (+6) Wis 14 (+5)
Con 14 (+5) Int 14 (+5) Cha 20 (+8)
Equipment: Cloth ArmourWielder of mysterious powers, all in a hobgoblin tribe wisely fear the Warlock.