The Thosar
CLIMATE/TERRAIN: any
FREQUENCY: clan
ORGANIZATION: clan
ACTIVITY CYCLE: day
DIET: vegetables
INTELLIGENCE: 8-12
TREASURE: U
ALIGNMENT: LN
NO. APPEARING: 1-30
ARMOR CLASS: 6
MOVEMENT: 6
HIT DICE: 4+2
THAC0: 18
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d8+2
SPECIAL ATTACKS: Shriek
SPECIAL DEFENSES: Camoflague
MAGIC RESISTANCE: none
SIZE: H (15')
MORALE: 8
XP VALUE: varies

Description: Standing fifteen feet tall, and only about two feet wide, the immense Thosar are known as the gentle thin giants of space. Their bodies are made of a strange, chitionous substance, covering every part of them. Their eyes are large, black portals, showing no emotion or intelligence. They move with a slow, almost flowing, gait, and weigh very little. Their limbs are long, with an almost body appearance, though they are covered in the same hard exoskeleton. Their hands consist of a claw, basically having only two fingers. Their feet are simply large slabs of the same exoskeleton found elsewhere on their bodies. Their heads stick out from their bodies on long necks, about a foot from the shoulders horizontally.

Despite this alien appearance, they are farmers, builders, miners, and craftsman. Some are artists, and a few select are bards, though they differ from any human, or elven bard.

Thosar do not speak, instead people are simply aware (through a psionic-like ability) of whatever the Thosar wishes to convey. Typically, a Thosar will "speak" in few syllables, and give over more of a mood than anything. One may feel curiosity when meeting their first Thosar, or anger when found burning the Thosars crops. Only when words are necessary do the Thosar use them. How they speak to each other is unknown, but it is very clear that they hear just as normal races do. On occasions they use speech organs, but not for normal use.


Combat: Thosar are peaceful, benevolent, and caring. They will not attack someone unless the need is apparent (ie someone is about to slay a child or another innocent). When attacking they swing their longer, thing arms, for only one attack a round.

A Thosars typical act in combat is a shriek-like sound, which the Thosar produces through its limited speech glands. This Shriek causes 6d6 poitns of damage to all those opposing the Thosar (allies are undamaged for some reason), and causes their ears and noses to bleed (save vs death magic to avoid bleeding). Deaf opponents are unnafected by this attack, as are those within a silence bubble or other similar protection. This attack is in no way magical, in fact it more-so resembles psionics, in the concentration that seems to come over a Thosar as it shrieks, but is actually not psionic either. This attack may be performed any number of times per day, and seems not to require pause for breath at any stage. Regardless of alliance, any hearing this cannot cast spells (priestly or wizardly) or use psionic powers. It seems to disrupt them all. The shriek has a range of 60 yards.

The Thosar's main defense is simply standing still. In a natural, woodland setting, a Thosar can stand as to make itself look like a tree. Its "skin" blends in with the surroundings, and it sways with the breeze with the rest of the plant-life. It does not, of course, have any leaves, but usually stands where this is not a problem (ie where the leaves of other trees will conceal this).


Habitat/Society: Thosar live in clans, usually dividing various tasks within their society to the most appropriate individuals. Those with greater strength are used for construction or farming, whereas those with other talents may be used for crafts, designing villages, tending to the sick, or other such things.

Thosar live within tall dwellings on asteroids where they can farm. They possess limited spelljamming technology, usually hiring another race to fly them where they need to go when supplies are needed. For this reason, Thosar usually live within close proximity of humans or elves. They use strange, semi-psionic stones, which radiate a low pulsing, and high-pitched humming sound, caused by a Thosar wearing a special amulet tuned to the stone. This is a signal for whoever they usually hier to approach the colony. Those approaching the colony at other times are usually ignored, in the hope they will go away and leave the Thosar alone.

Thosar do not like contact with other races except when necessary. They typically build up several thousand gold pieces worth of items for trade, and send only one Thosar out with a group of spelljamming humans to trade somewhere. They also mine gold and other ores, and sell what they do not use themselves.


Ecology: Thosar usually live for about 60 years. They take about 5 years to mature, mating every 10 years to produce 1 or 2 offspring. Thosar children are as graceful, and peaceful as are their parents. They shy from strangers, however, usually hiding when they are present.

Thosar eat vegetables, which they grow themselves. A guest in a Thosar village is expected to eat these, and only these, while in prescence of Thosar. The vegetables Thosar grow are actually quite tastier than normal vegetables, and they frequently make salads and other such things with them. Those who are accepted into a Thosar village as guests often tell tales of the wondorous food therein, even fi it contains no meat of any knid. Anyone eating any meat in a Thosar village is sent a "disgust" message and a feeling giving across ther ough meaning of not doing it again. Those who do are removed from the village.

Thosar have an instant hatred toward Beholders, Illithids, Neogi, and other races that refuse to eat natural foods, but instead prefer slaves as walking snacks. They attack these on sight, usually by shrieking at them. Even the mightiest beholder is quickly destroyed by a group of Thosar constantly shrieking at it.

Sometimes Thosar show talent in the shriek more than normal. These Thosar are actually known as Thosar Bard's, detailed in a separate entry.



Thosar, Bard



CLIMATE/TERRAIN: any
FREQUENCY: clan
ORGANIZATION: clan
ACTIVITY CYCLE: day
DIET: vegetables
INTELLIGENCE: 12-14
TREASURE: U
ALIGNMENT: LN
NO. APPEARING: 1
ARMOR CLASS: 6
MOVEMENT: 6
HIT DICE: 6+6
THAC0: 19
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d6+2
SPECIAL ATTACKS: Shriek, Spells & Psionics.
SPECIAL DEFENSES: Camoflague, Spells & Psionics.
MAGIC RESISTANCE: none
SIZE: H (15')
MORALE: 8
XP VALUE: varies

Description: Bardic Thosar appear to be the same as normal Thosar, except that their necks are ringed wih small, white dots of paint. They speak more than a normal Thosar (still telepathically however), and have a few more abilities.


Combat: A bardic Thosar can cast spells of the enchantment/charm and illusion/phantasm schools, as a lv 6 bard. They prefer spells like sleep, hypnotism, color spray, and those of a similar, non-damaging nature. Bardic Thosar spells do not use verbal components, but instead the Thosar emits a low or high pitched whistle. They may also employ psionics of the telepathy discipline, choosing those with similar effects to their spells.

Bardic Thosar can also shriek for 8d6 damage, and automatically cause nose and ear bleeds in opponents. A bardic shriek also has a range of 80 yards, and has an initiative modifier of only 1, unlike the normal innate ability modifier of three. This is because it is a very easy thing for Bardic Thosar to do. They also sing songs in this high-pitched voice, which usually move good or neutral aligned people to tears with their beauty, and conveyance of emotions. This is how bardic Thosar tell their stories, and spread their culture throughout the universe. Bardic Thosar on trading missions typically "sing" at bars.


Habitat/Society: Thosar Bards are the story tellers, and usually the traders, of their clan. They are more intelligent than the normal Thosar, and live about another 15 years beyond normal aswell.

Bardic Thosar are more tolerant of other races, and even meat eaters, than are normal Thosar. This is due to being desensitised through trading runs etc.


Ecology: Thosar Bard's eat the same vegetables as normal Thosar.



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