Thoul (5e Creature)

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Medium humanoid (goblinoid), neutral evil

Armor Class 14 (natural armor)
Hit Points 39 (6d8 + 12)
Speed 30 ft.

15 (+2) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 7 (-2)

Damage Resistances poison
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 1 (200 XP)

Regeneration. The thoul regains 2 hit points at the start of its turn. If the thoul takes radiant or fire damage, this trait doesn't function at the start of the thoul's next turn. In addition, the thoul cannot regenerate in direct sunlight. The thoul dies only if it starts its turn with 0 hit points and doesn't regenerate.


Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used in two hands.

A thoul is a magical combination of a hobgoblin, troll and ghoul. Except under close inspection, they look like hobgoblins and can be found serving in goblin armies. They have long, sharp claws with which they can paralyze a foe, and sinewy flesh that heals unnaturally quickly. They do not like to come above ground except at night, and feed on corpses. When possible, they'll delight in torturing their paralyzed victims before moving onto other enemies.

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