Rock Troll (3.5e Monster)
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Rock Troll | |
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Size/Type: | Large Giant |
Hit Dice: | 10d8+90 (135 hp) |
Initiative: | +0 |
Speed: | 20 ft. (4 squares) |
Armor Class: | 22 (-1 size, -2 Dex, +15 natural), touch 7, flat-footed 22 |
Base Attack/Grapple: | +7/+20 |
Attack: | Slam +15 melee (2d6+9) or boulder +10 ranged (5d6+18) |
Full Attack: | 2 slams +15 melee (2d6+9) and bite melee (1d8+4) or boulder +10 ranged (5d6+18) |
Space/Reach: | 10 ft./10 ft. |
Special Attacks: | Boulder mastery, maneuver-like abilities |
Special Qualities: | Darkvision 60 ft., DR 15/bludgeoning and 5/-, low-light vision, fast healing 5, stoneflesh, scent |
Saves: | Fort +16, Ref +1, Will +5 |
Abilities: | Str 29, Dex 6, Con 29, Int 8, Wis 11, Cha 6 |
Skills: | Climb +18, Listen +6, Spot +6 |
Feats: | Alertness, Improved Initiative, Iron Will, Natural HeavyweightB, Track |
Environment: | Mountains |
Organization: | Solitary, band (2-5 rock trolls) or tribe (10-50 rock trolls) |
Challenge Rating: | 8 |
Treasure: | Standard |
Alignment: | Usually chaotic neutral |
Advancement: | By character class |
Level Adjustment: | +7 |
A racial offshoot of your average big, dumb troll, rock trolls are bigger, more ponderous and slightly less dumb trolls with a grayish, rocky complexion. Though they lack the intense regeneratory capacity of their greenskinned cousins, rock trolls make up for this through a body hard and thick like inflexible stone, and a constitution that quickly closes superficial injuries. A rock troll's arms are shorter but thicker, giving them a gait more akin to ogres and primitive humanoids than that of regular trolls, however, their physical appearance leaves little doubt as to their true heritage.
Most rock trolls are far less vicious than their kin, and not nearly as prone to cruelty or bloodlust. They can be reasoned with, though they still enjoy the taste of humanoids and should generally be approached with extreme caution.
A typical adult rock troll stands 10 to 11 feet tall and weighs 1,500 to 2,500 pounds. Rock trolls are generally grey, their bodies covered in a natural armor of stone that grant them an incredibly staunch defense. They eat meat and stones, and have no hair.
Combat
Rock trolls are generally indifferent or unfriendly towards humanoids, and can be easily provoked into violence unless appeased. Hungry rock trolls are especially prone to attack. When in battle, rock trolls attempt to trap their targets and either capture them or pummel them to death using fists, clubs or boulders. As they are extremely resilient to almost any type of damage, rock trolls are best fought with pure blunt force.
Boulder Mastery: Rock trolls understand rocks, and know how to use them to fight. They possess the benefits of a dwarf's stonecunning ability and can furthermore produce a boulder (base damage 1d6/2 HD, double Strength bonus to damage; standard 5d6+18) which they can throw, with a range increment of 20 feet and a maximum range of 100 feet. If a rock troll's thrown boulder misses the target's AC but hits its touch AC, it deals half damage. Producing or lifting a boulder to throw requires a move action; putting the boulder down requires no actions, but picking it up again will require another move action. Rock trolls throw their boulders using their Strength for the attack roll, but do so at a -5 penalty.
Rock trolls may instead use a produced boulder to push and roll over foes. After producing and lifting the boulder, the rock troll will move up to its land speed while pushing the boulder in a straight line ahead of itself as a standard action that provokes no attacks of opportunity. Any creature in the way of the boulder that fails a Reflex save (DC 10 + ½ rock troll's HD + the rock troll's Strength bonus) is automatically subject to an overrun attempt. Any targets successfully overrun take the boulder's base damage and are knocked prone on the spot.
Stoneflesh (Ex): Rock trolls are terribly hardy, and many forms of attacks simply bounce off of their rock-like flesh if not backed with enough force. Their damage reduction reduces damage from all sources, not just physical damage, and even force- and typeless damage will be reduced by it. The only two exceptions are physical bludgeoning damage, which naturally bypasses it, and sonic damage. A rock troll's DR/bludgeoning is equal to its total HD +5 (standardly 15). A rock troll's stoneflesh ability also grants it the following benefits and weaknesses.
- A rock troll is vulnerable to the shatter spell.
- A stone to flesh spell will make the rock troll's body soft, removing all effects of its stoneflesh ability for 1 minute.
- A flesh to stone spell instead heals the rock troll for 1d6 points of damage per caster level, and restore its stoneflesh ability if previously removed by stone to flesh.
Maneuver-Like Abilities: Rock trolls have a few simple maneuvers they use in battle when the inspiration hits them. At the start of every turn, they roll a d8 to see which maneuver becomes available. Only one instance of a specific maneuver can be available at any time. A result above 4 means no maneuvers are gained. An available maneuver may be set aside for use at a later turn.
All associated saving throw DCs are Strength-based.
- Butt Stomp (1): As a full-round action, the rock troll jumps and slams the ground with his backside, dealing its slam attack's damage to all adjacent creatures (Reflex half). Any creature that takes damage must also make a Fortitude save or be stunned for one round.
- Bodyslam (2): As a standard action, the rock troll faceplants the ground, crushing all creatures and objects in an adjacent 10-foot square for double its slam attack in damage. Creatures may make a Reflex save to dodge out of the way. The rock troll is rendered prone, and any creature caught underneath becomes effectively pinned until the troll stands up voluntarily or the creature manages to free itself (see grapple rules for how to escape a pin).
- Grab and Toss (3): To use this ability, the rock troll must hit a creature size Medium or smaller with its slam attack. In addition to damage, it may grapple the creature as a free action. If the grapple is successful, the rock troll may instantly throw the creature like a boulder, displacing it up to 60 feet in a chosen direction, dealing 4d6 points of additional damage.
- Sudden Charge (4): The rock troll unleashes an annoyed-sounding roar and bulls forward in a sudden sprint as a move action. The troll may move up to quadruple its land speed in a straight line.
Rock Trolls as Characters
Rock troll characters possess the following racial traits.
- +18 Strength, -4 Dexterity, +18 Constitution, –2 Intelligence, –4 Charisma.
- Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 feet/10 feet.
- A rock troll’s base land speed is 20 feet.
- Darkvision out to 60 feet and low-light vision.
- Racial Hit Dice: A rock troll begins with ten levels of giant, which provide 10d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +7, Ref +3, and Will +3.
- Racial Skills: A troll’s giant levels give it skill points equal to 13 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen and Spot.
- Racial Feats: A troll’s giant levels give it four feats.
- +15 natural armor bonus.
- Natural Weapons: Claw (2d6) and bite (1d8).
- Special Attacks (see above): Boulder mastery, maneuver-like abilities.
- Special Qualities: DR 15/bludgeoning and 5/-, fast healing 5, stoneflesh, scent.
- Automatic Languages: Giant. Bonus Languages: Common, Orc, Terran.
- Favored Class: Barbarian.
- Level adjustment +7.
Back to Main Page → 3.5e Homebrew → Monsters
Alignment | Usually chaotic neutral + |
Author | Sulacu + |
Challenge Rating | 8 + |
Environment | Mountains + |
Identifier | 3.5e Monster + |
Level Adjustment | +7 + |
Rating | Unrated + |
Size | Large + |
Title | Rock Troll + |
Type | Giant + |