Difference between revisions of "Troll (3.5e Monster)"
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|hd2=4d10+32 |hp2=54 | |hd2=4d10+32 |hp2=54 |
Revision as of 17:47, 19 May 2014
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Troll Runt | Troll | |
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Size/Type: | Medium Giant | Large Giant |
Hit Dice: | 2d10+10 (21 hp) | 4d10+32 (54 hp) |
Initiative: | +4 | +3 |
Speed: | 40 ft. (8 squares) | 50 ft. (10 squares) |
Armor Class: | 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 | 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17 |
Base Attack/Grapple: | +2/+12 | +4/+20 |
Attack: | Slam +7 melee (1d8+10) or rock +7 ranged (1d6+7) | Slam +11 melee (2d8+16) or rock +11 ranged (2d6+12) |
Full Attack: | Slam +7 melee (1d8+10) or rock +7 ranged (1d6+7) | Slam +11 melee (2d8+16) or rock +11 ranged (2d6+12) |
Space/Reach: | 5 ft./5 ft. | 10 ft./10 ft. |
Special Attacks: | Crushing blow, throw anything | Crushing blow, throw anything |
Special Qualities: | Catch, fast healing 2, low-light vision, powerful build, regeneration, scent | Catch, fast healing 5, low-light vision, regeneration, scent |
Saves: | Fort +6, Ref +1, Will +1 | Fort +10, Ref +4, Will +5 |
Abilities: | Str 20, Dex 18, Con 20, Int 5, Wis 10, Cha 7 | Str 26, Dex 16, Con 26, Int 5, Wis 14, Cha 7 |
Skills: | Climb +7, Jump +7, Listen +3, Spot +3 | Climb +13, Jump +13, Listen +7, Spot +7 |
Feats: | CleaveV, Power Attack | CleaveV, Improved Combat Maneuver (grapple), Power Attack |
Environment: | Cold mountains | Cold mountains |
Organization: | Solitary or gang (2-4) | Solitary or gang (2-4) |
Challenge Rating: | 2 | 4 |
Treasure: | Standard | Standard |
Alignment: | Usually chaotic evil | Usually chaotic evil |
Advancement: | By character class | By character class |
Level Adjustment: | — | — |
“ | If you want, we can take a piece home as a souvenir. | ” |
Both of these green-skinned, hunched giants have long arms dangling down to their knees. Combined with their bow-legged posture, they assume a quadrupedal stance reminiscent of an overgrown, green ape. You slash it with your sword and land a solid it, only to recoil in horror as its flesh recloses around your blade. It is only by sheer luck that you manage to retract the weapon before it became a permanent fixture in the troll's chest.
Trolls are simply really, really hard to kill. That's about the only special thing available to them, and it really only applies if you don't adequately prepare yourself for fighting them. But they're still fast, strong, and generally annoying to deal with.
Combat
Trolls are nearly fearless in battle; being able to live through something as universally crappy as getting your head chopped off can do that to you. Without fire or acid, normal damage sources are basically unable to slay one. That makes them very scary opponents, but being really big helps too. Despite their awkward-looking gait, trolls are quite fast, able to run for miles without tiring at the approximate speed of a fully grown racehorse.
Their natural phobia of fire and acid aside, trolls revel in melee combat, where even their foes' blades usually cannot permanently harm them. When this option fails them, they retreat and throw debris until the foe is dead or out of range.
Catch (Ex): When a troll is targeted with a ranged weapon that they would be capable of throwing and is aware of the attack, it may attempt to catch the projectile as an immediate action by making an attack roll opposing that of the thrower. It must have at least one hand free in order to attempt to catch something. A troll who successfully catches a projectile may elect to throw it at another creature within its normal throwing range as part of the same immediate action.
Crushing Blow (Ex): A troll hits really, really hard, adding twice its Strength modifier to its slam attack and one and a half times it’s Strength modifier to its thrown rocks.
A fully grown troll (but not a runt) may catch projectiles with a +1 enhancement bonus, but none with a higher bonus.
Powerful Build (Ex): Despite only being Medium-sized, troll runts act in many ways as though they were Large-sized. In addition to gaining a +4 size modifier to grapples, bull rush checks, and all other applicable special attacks, a troll runt can use manufactured weapons up to one size larger than normal without an added penalty for doing so (this does not apply to debris that they can throw by virtue of their giant traits). Fully grown trolls do not have this special quality, which is superceded by their Large size.
Regeneration (Ex): A troll cannot be slain by a vorpal weapon or similar effect. Any amputated limbs (including its head) regrow at the start of its next turn after being severed. This regrowth is stalled if the troll is on fire or otherwise subjected to the burning condition.
A troll has fast healing equal to its CR (2 for a runt, 4 for a fully grown troll), which is disrupted during any turn in which the troll takes acid or fire damage. When it reaches 0 hit points, it automatically stabilizes and continues to heal unless a number of points of fire or acid damage equal to its CR is dealt to it before the healing is activated.
Scent (Ex): A troll can detect other creatures around itself by scent out to a distance of 30 feet.
Throw Anything (Ex): Trolls can throw objects (whether they be rocks, wooden planks, or other pieces of debris) up to four sizes smaller than themselves in one hand (normally Fine for runts and Diminutive for fully-grown trolls, dealing 1d6 or 2d6 points of damage respectively) with a range increment of 40 feet (runts) or 50 feet (normal trolls). Trolls add their Strength modifier to both attack and damage rolls with these weapons.
Back to Main Page → 3.5e Homebrew → Monsters
ThunderGod Cidv |
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Alignment | Usually chaotic evil + |
Author | ThunderGod Cid + |
Challenge Rating | 2 + and 4 + |
Environment | Cold mountains + |
Identifier | 3.5e Monster + |
Level Adjustment | — + |
Rating | Unrated + |
Size | Medium + and Large + |
Title | Troll + |
Type | Giant + |