The Dragonlance Nexus

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D&D 3e (3.0/3.5) Rules

by James O'Rance

Large Giant
Hit Dice: 4d8+8 (26 hp)
Initiative: +1 (Dex)
Speed: 30 ft., Swim 30 ft.
AC: 16 (-1 size, +1 Dex, +6 natural)
Attacks: 2 tusks +5 melee; or battle-axe +5 melee; or harpoon +4 missile
Damage: Tusks 1d8+2; battle-axe 1d8+3; harpoon 2d4+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Qualities: Cold defenses, darkvision 60 ft., hold breath
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 15, Dex 12, Con 15, Int 7, Wis 13, Cha 9
Skills: Listen +3, Move Silently +2, Spot +3, Wilderness Lore +3
Feats: Point-Blank Shot, Power Attack
Climate/Terrain: Arctic plains and mountains
Organisation: Solitary, patrol (5-20) or clan (20-50)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class

Thanoi are the legendary "Walrus Men" of the extreme polar regions of Krynn. Thanoi have thick, cylindrical bodies with humanoid arms and legs, and tusked faces much like walruses. They have huge, padded feet that resemble the flippers of fish, with hooked claws that provide good traction over ice and snow. Thanoi hands boast blunt fingers capable of holding an axe or throwing a spear, but cannot manage bows or crossbows.

Thanoi kill for the sheer joy of it, are fiercely territorial, and enjoy the massacre of helpless animals. They are hostile and suspicious of strangers, though they will cooperate with evil races with whom they share common goals. They often tame and train polar bears as trackers, to haul sleds, and as guards.


Thanoi tactics are crude at best, rarely being more than an ambush from the rear. They are not used to fighting experienced combatants, and if they cannot quickly succeed in an ambush they simply charging at their enemies with weapons swinging. Thanoi never wear armour, for it is extremely uncomfortable on their bulky bodies.

Cold Defenses (Ex): Cold Immunity, double damage from heat except on a successful save. In climates above freezing, thanoi feel great discomfort. For every week in a temperate environment, thanoi suffer 1d4 temporary Constitution damage. This loss can only be recovered in freezing environments.

Hold Breath (Ex): Thanoi can hold their breaths for long periods, remaining underwater for as long as thirty minutes without surfacing. A thanoi gains a +4 racial bonus to saving throws versus gas-based attacks.

Thanoi Society

Thanoi have no permanent settlements, relocating when they have exhausted the hunting and fishing in a particular area. Thanoi homes are constructed from blocks of ice shaped to the desired size with their tusks. Pots of burning oil furnish light, and a hole in the ceiling provide ventilation. Thanoi live only in regions of extreme cold, such as on drifting icebergs or glaciers. Several families live together to form a tribe, which is ruled by the meanest and most aggressive male of 30 years or older, who makes all decisions. The eldest female of a tribe serves as its adept, known as the kagog; a crown of bones, usually made from fish spines, distinguishes her from other thanoi. The kagog chooses and trains her own successor.

Thanoi Characters

The favoured class of thanoi is ranger, and most thanoi leaders will be rangers of 5th level or higher. Thanoi clerics are rare, and worship Zeboim. They have access to the domains Animal, Chaos, and Water. Thanoi reach maturity at 20, and live for about 60 years.

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