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Thalnus Cozzereln

Gnoll · Fighter, Battle Master · Level 9

Thalnus Cozzereln

Retired Delver and occasional underground guide
“That plan has the structural integrity of wet bread.”
AC18
HP76/76
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“Left wall. Low ceiling. Do not touch the blue growth.”
From how they speak

Voice

A rough, chest-driven voice with a dry rasp, as if it has spent years pushing through dust and calling over the ring of tools. He clips the ends of routine instructions but gives warnings full weight, articulating each direction as if someone might be hearing it from the other side of a collapse.

His speech is clipped and practical, shaped by years of shouting warnings through stone corridors and saving breath for climbs. He favors concrete words, pauses to listen before answering, and uses humor to puncture overconfidence. His sentences stretch out when he describes a route, because he wants every hazard placed exactly where it belongs.

Speech patterns

Uses dry, compact comparisons: 'That plan has the structural integrity of wet bread.'
Answers questions about his last crew with a joke, a question of his own, or a firm change of subject.
Calls people by their job until he has decided they are trustworthy.
Gives directions in short sequences of three: 'Left wall. Low ceiling. Do not touch the blue growth.'

How to play them

Meet bluntness with bluntness and competence with respect. Offer him a concrete problem to solve rather than pressing for personal history. If asked about his former crew, he will joke once, warn once, then stop answering. Earn his trust by sharing risk fairly and by treating frightened or inexperienced companions as people rather than burdens.

Goal

Find out whether his former crew is in danger without revealing why he left them, then help them on terms that do not require him to return as their leader.

Motivation

He wants the people who still work below ground to come home with the same number of limbs and friends they started with. He also wants to settle the truth about his last crew without becoming the center of their story.

Secret · GM only

Appearance

Thalnus Cozzereln is a bulky, broad-backed gnoll with coarse brown fur threaded unevenly with grey, especially along his jaw, shoulders, and forearms. His brown eyes have a steady, appraising look, and one ear has a ragged patch where the fur never grew back. He moves with a delver's careful economy: shoulders turned through narrow doors, weight tested before each step, then a sudden, heavy burst when he commits. He smells distinctly of wet stone, old leather, and the bitter resin he rubs into his boots; he knows about the resin, but insists the rest is just 'the smell of work.' Unexpectedly, he carries a tiny folding paper theatre and repairs its painted scenery with meticulous patience.

Clothing

A soot-brown wool coat hangs a little short at the wrists and has been patched with mismatched canvas at both elbows. He wears a boiled-leather harness repaired with careful, even stitches and a clean, over-cared-for grey scarf tucked beneath it. His boots are rubbed with bitter pine resin, and he keeps a greystone amulet visible over his shirt.

Body language

He plants his feet as if testing the floor, keeps his shoulders angled toward the nearest exit, and uses his axe like a walking staff when he is tired. His ears swivel toward small sounds even while his eyes stay on the speaker. A genuine laugh begins as a short huff through his nose and shakes his whole chest.

Height
6 feet 8 inches
Build
Bulky and strongly built, with thick shoulders, a heavy torso, and the dense forearms of a lifetime hauling gear.
Eyes
Brown
Hair
Brown and grey fur, thickest along his head, neck, and shoulders.
Skin
Dark umber skin visible at the muzzle and around the eyes, with lighter brown skin beneath thinner-furred areas.
Age
Sixty-eight, old for a gnoll; stiff after long sits, but still formidable on his feet.
Gender
Male
Size
Medium

Distinguishing features

One ear has a bare, fur-thin patch, sharply visible against the rest of his coat.
The greystone amulet he wears is polished smooth on one edge from constant thumb-rubbing.
His clothes smell of damp stone, old leather, and the resin he uses on his boots.
He carries a folding paper theatre and treats it with more care than his armor.

Personality

15 traits and drives

Thalnus is dry-witted and stubborn, but his humor is less a shield than a way to keep panic from taking charge. Around strangers he is guarded and exacting; around novices he becomes unexpectedly protective, though he shows it by correcting their knots and checking their boots. When relaxed, he is fond of small practical jokes. When afraid, he turns brisk and bossy. When someone is grieving, the jokes stop and he will sit nearby without demanding conversation.

Alignment
Neutral

Quirks

He taps stone twice with a knuckle before stepping onto an unfamiliar floor.
He names tools after the last person who broke them, then refuses to explain the names.
He rubs the edge of his greystone amulet when someone asks a question he does not want to answer.
He corrects the knots in other people's gear while continuing the conversation as if nothing happened.
He keeps tiny paper figures from his theatre tucked into the pages of his route maps.

Habits

Checks ceilings, drains, and door hinges before he studies a room's occupants.
When someone is frightened, he gives them a practical task rather than a comforting speech.
If conversation turns to his final crew, he redirects with a dry joke or begins cleaning something.
He is more patient with children and novices than with experienced people who pretend not to be afraid.
After a difficult day, he unfolds his paper theatre and repairs one tiny painted figure.

Traits · 4

He doubts grand claims but trusts small acts of preparation.
He can be tender in private and abrasive in public, especially when he fears someone is being used.
He is proud of his judgment and resents being hurried, even when haste is necessary.
He treats a promise as a piece of equipment: test it, maintain it, and never lend it casually.

Flaws · 4

His refusal to explain his departure makes allies assume the worst.
He would rather suffer in silence than ask for help with a task he once handled easily.
He can be stubborn about a route or plan after his judgment has been challenged.
He disguises tenderness as criticism, which can make gratitude difficult to recognize.

Fears · 3

Hearing a familiar warning sound and being too slow to act.
That the people he left behind may have needed him more than he admits.
Growing dependent on others and mistaking that dependence for a debt.

Wants and needs · 4

A chance to verify that his former crew is safe without being forced to explain his departure.
Work that lets him stay useful without pretending age has not slowed him.
Someone to trust with the evidence he took from his last expedition.
A reason to believe the greystone amulet still means something.

Combat

AC 18 · HP 76 · 30 ft.

He favors firm footing, keeps enemies from reaching fragile allies, and uses the environment to limit their options. He opens with a Menacing Attack against a dangerous opponent, then uses Disarming Attack on anyone wielding a weapon or tool needed for the fight. He saves Riposte for a foe who overextends and uses Action Surge to finish a threat before it can reach a wounded companion. He avoids killing when a clean disarm or a retreat will do.

Thalnus Cozzereln

Medium humanoid (gnoll), neutral
Armor Class18
Hit Points76
Speed30 ft.
Level9
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsPerceptionSurvivalInsight
SensesDarkvision 60 ft.; passive Perception 16
Languages
Common,
Gnoll
Second Wind. As a bonus action, Thalnus regains hit points once per short or long rest.
Action Surge. Once per short or long rest, Thalnus can take one additional action on his turn.
Extra Attack. Thalnus attacks twice whenever he takes the Attack action.
Combat Superiority. Thalnus has four d8 superiority dice, regained on a short or long rest. His maneuver save DC is 16. He knows Disarming Attack, Menacing Attack, and Riposte.
Custom Gnoll Trait, Keen Scavenger. Thalnus has advantage on Wisdom (Perception) checks relying on smell and on checks to identify the source of a scent.
Custom Gnoll Trait, Relentless Bite. Once on each of his turns when he hits a creature with a melee weapon attack, Thalnus can make a bite attack as a bonus action. The bite deals piercing damage.

Actions

Greataxe. Thalnus makes two greataxe attacks. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage, plus damage if he spends a superiority die on a maneuver.
Relentless Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage. Thalnus can use this only as a bonus action after hitting with a melee weapon attack on his turn.
Disarming Attack. Thalnus spends a superiority die and adds it to the damage of a weapon hit. The target must succeed on a Strength saving throw or drop one object it is holding. Thalnus can make this attack as part of his Attack action.
Menacing Attack. Thalnus spends a superiority die and adds it to the damage of a weapon hit. The target must succeed on a Wisdom saving throw or become frightened of him until the end of Thalnus's next turn.

Reactions

Riposte. When a creature Thalnus can see misses him with a melee attack, he spends one superiority die to make one melee weapon attack against it. On a hit, he adds the superiority die to the damage.

Services they sell

Guides expeditions through mines, caverns, ruins, and unstable tunnels.
Assesses whether a passage is safe enough to cross.
Teaches basic climbing, camp discipline, and route marking.
Can identify common signs of cave-ins, bad air, and disturbed stone.

Rewards they can give

A hand-corrected map of a dangerous underground route.
A practical lesson in reading stone, setting a safe camp, or rigging a climb.
A greystone token he has tested against a known hazard, if the party earns his trust.
A quiet introduction to former delvers who still owe him favors.

Equipment

  • Greataxe (martial melee weapon)A well-balanced, nicked greataxe with a plain leather-wrapped haft.
  • Half plate (armor)A fitted harness of layered boiled leather and reinforced plates, patched but maintained.
  • Greystone amulet (personal keepsake)A smooth grey stone pendant with no visible carving. Thalnus never removes it in company.
  • Delver's kit (adventuring gear)A compact set of pitons, chalk, cord, and a small hammer, wrapped in waxed cloth.
  • Paper theatre (personal keepsake)A tiny folding stage with hand-painted paper scenery, carefully mended at the corners.

Possessions

Greystone amulet
Greataxe
Half plate armor
Delver's kit
Folded route maps and a piece of chalk
A folding paper theatre
Letters from Brakka

Background

Thalnus spent four decades delving for salvage, old roads, and lost settlements with a close-knit crew called Hedd's Last Shift, named for a mine foreman whose post vanished generations ago. He joined young, eager to prove that a gnoll could be trusted with more than the dangerous work at the front. His first partner, Brakka, taught him to read stone by sound and to leave a route marker even when the crew was in a hurry. During a collapse in the drowned tunnels beneath Vask, Thalnus heard a second fall coming and ordered the crew back. He disobeyed his own order to retrieve the crew's trapped medic, Jori, and came out carrying him while the others escaped. Jori survived, but the rescue cost the crew its contract and Thalnus his hearing in one ear for several weeks. Years later, on a different expedition, Thalnus walked away from his last crew in the middle of a job. He will not say why. He now lives above a shuttered rope-maker's shop, maintaining old route maps and taking occasional work guiding people through places that have already tried to kill him. He still exchanges blunt letters with Brakka, who thinks he should return to the tunnels, and quietly sends money to Jori's daughter.

Role in the story

A prickly, experienced guide who can make a hazardous expedition survivable, and a potential ally whose unexplained departure from his last crew ties him to the campaign's present danger.

“He joined young, eager to prove that a gnoll could be trusted with more than the dangerous work at the front.”
From their background
Faction
Former member of Hedd's Last Shift. He has no current guild or company allegiance and avoids contracts that require secrecy from the crew doing the dangerous work.

Known connections

Brakka, his former climbing partner, sends him maps annotated with insults and useful warnings.
Jori, the medic he rescued, lives in Vask and still believes Thalnus left his last crew for a reason worth keeping.
Mina, Jori's adult daughter, receives anonymous help with her apprenticeship fees and has begun suspecting the donor.
Hedd's Last Shift, his former crew, has split over whether Thalnus abandoned them or protected them.
Major secret · GM only
Minor secrets · GM only

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