MONSTERS


Notable Monsters of the Darkness Wars


War Troll

Half-Fiend Troll
Large Outsider (Native)
Hit Dice: 6d8+42 (69 hp)
Initiative +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +4 Dex, +6 natural, +1 Deflection), touch 14, flat-footed 16
Base Attack/Grapple: +3/+16
Attack: Claw +11 melee (1d6+8)
Full Attack: 2 claws +11 melee (1d6+8) and bite +6 melee (1d8+4
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+12; Smite Good +6 damage x1/day
Special Qualities: Darkvision 60 ft.; low-light vision; regeneration 5; scent; immunity to poison; Resistance to acid 10, cold 10, electricity 10, and fire 10; Damage reduction: 5/magic; a half-fiend's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction; SR16.
Saves: Fort +12, Ref +6, Will +3
Abilities: Str 27, Dex 18, Con 25, Int 10, Wis 9, Cha 8
Skills: Listen +8, Spot +8, Hide +4, Move Silently +8, Survival +3, Climb +12, Jump +12, Swim +12, Intimidate +2
Feats: Alertness, Iron Will, Track
Environment: Any Land
Organization: Any military Unit
Challenge Rating: 7
Treasure: Standard
Alignment: Always Lawful Evil
Advancement: By character class
Level Adjustment: +9

Combat:

Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Spell-Like Abilities: CL6, DC is Charisma-based. Desecrate, Unholy blight x1/day; Unholy blight x3/day.

Equipment:


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This Page was last updated 28JUN2004
This Page and all content not otherwise noted copyright Rupert Boleyn, 1999-2004