D&D 4E 4e Troll Stats?

Nebulous

Legend
So i'm putting together a skirmish adventure (hopefully one like Raiders of Oakhurst) that i'll post here eventually. But i want to include a troll as the big baddie, but we haven't seen solid stats yet for a troll. I recall reading that in the skirmish game the feral troll is able to heal like 20 points of damage at once, and i'm guessing that this might be a recharge mechanic in the rpg? Or maybe it's a one time encounter power. It would be a lot scarier if it was recharge though, you would never, ever want to turn your back on a downed troll.

So, what do you think the write up would look like? Here's the link for the feral troll:

http://wizards.com/default.asp?x=dnd/4mspot/20071211

I'm also just guessing that a troll would be an Elite Soldier 6. A tough customer for a 1st level party, yes, but no worse than the black dragon.
 

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Here's a quick write-up, based on the Mini card and what you want. I just made this up, so comments are welcome!

Feral Troll, Level 6 Elite Brute
Large natural humanoid (giant)
Initiative +3, Senses Perception +4, low-light vision
HP 107/53
AC 18; Fort 21, Ref 13, Will 14
Resist 5 wpn, vulnerable 10 fire, saves +2
Speed 6
Action Points: 1
m Claw (standard; at-will)
. reach 2,
+9 vs AC, 1d8+6 damage
M Rend (standard; at-will)
. two claw attacks, if both hit a single target add +1d8+6 damage
. and 5 ongoing damage (save ends)
Feral Regeneration (encounter, recharge 6)
. heal 20 hp
Humanoid Killer
. when bloodied this creature deals +4 damage on all attacks
. against humanoid targets
Str 22(+9), Dex 10(+3), Wis 13(+4)
Con 20(+8), Int 6(+1), Cha 9(+2)

I beefed up the HP since he's "Elite" and gave him resist 5 weapon. He might still not have enough hit points, though. I also gave Rend some ongoing damage for extra kicks. The Feral Surge I figured would be redundant since he already has an action point to burn. I also changed how Humanoid Killer works, since forced actions seem against the 4e style.

I also really think the Feral Troll is more of a "Brute" than "Soldier". He's a big tough beast, but not really hard to hit. With his damage output he might be a bit swingy against a first-level party, but they might have a chance, especially if they've got some fire weapons. You could try tweaking his resistance and vulnerabilities to tune the difficulty.
 
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Suggested corrections:

Feral Troll, Level 6 Elite Brute
Large natural humanoid (giant)
Initiative +3, Senses Perception +4, low-light vision
HP 107/53
AC 18; Fort 21, Ref 13, Will 14
Resist 5 wpn, vulnerable 10 fire, saves +2
Speed 6
Action Points: 1
m Claw (standard; at-will)
. reach 2, +9 vs AC, 1d8+6 damage
M Rend (standard; at-will)
. two claw attacks, if both hit a single target add +1d8+6 damage
. and 5 ongoing damage (save ends)
Feral Surge (minor, at-will)
. charge as a minor action.

Feral Regeneration (immediate, bloodied, encounter, recharge 6)
. heal 20 hp
Humanoid Killer
. when bloodied this creature deals +4 damage on all attacks
. against humanoid targets

Always attacks targets of humanoid type first.
Str 22(+9), Dex 10(+3), Wis 13(+4)
Con 20(+8), Int 6(+1), Cha 9(+2)
 

Bganon, I like your write up as you wrote it. If the troll is an elite, then it should keep it's action point and bonus to saves, as only two of them will be facing an appropriate level party.
 

I really like ruemere's take on the Feral Surge ability, though. At first I thought it was overpowered as an at-will ability, but once the troll closes with melee characters it's probably not going to get another opportunity to use it again anyway. I do think things like choice of targets should be up to the DM, though.

EDIT: Also, with further thought while I like the troll's stats overall I think he's not really a level 6 creature as-is. I suspect an actual level 6 party would tear right through him. But you could change the level to 3 or 4 or so and keep the numbers without much fudging.
 
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The HP formula we've seen on the monsters so far (at least the ones from the Monster Manual pages on view at DDXP) is:

((Level + 1) x Role HP per level + Con Score) x Power Multiplier

Where "Role HP per level" is a the number of HP each role gets each level, so:

Brute = 10
Skirmisher/Soldier = 8
Artillery/Controller/Lurker = 6

And the Power Multiplier is

Elite = x2
Solo = x5

So if the Troll was a level 6 elite brute with a 20 con, he would have ((6+1) x 10 + 20) x 2 = 180 HP. You can cross-check that by comparing him to the Gnoll Marauder stats we have. The Gnoll Marauder is a level 6 non-elite brute with Con 14 and 84 HP. Since the troll has 6 higher Con, he would have 6 more HP base, and then since he's an elite, he'd have double the base amount of HP.

With that said, I would increase the Feral Surge healing to at least 1 healing surge (45 hp) and possibly half his HP. With that and Resist 5 Weapon, I would do some playtesting first to see if a level 1 party even has a chance.
 

First of all, good job bganon!

I agree with rumere about ditching the resist 5 weapon (not worth keeping track of, really, if you give it the HP that Benimoto suggests) but keep the action point.

I also concur that the regen should heal 1/4 HP or 45 HP, but only useable while bloodied (that's WHILE, not WHEN so it's not like the Dragon's bloodied breath).

Fitz
 

Join Date: March 2008
Last Seen: 2 minutes after their only post

m Food Analogy (standard, at will)

Vulnerable 10: Hong
 

Good suggestions! Here's a revised version. He may now be a bit too meaty for a 1st-level party, but you could try just toning the HP down as as simple fix.

Changes
Added hp.
I kept the regeneration at 40 because I'm worried that if it's too high and the DM gets lucky with recharge rolls he'll be unkillable.
Changed Feral Surge to a move action. Charge as a minor action means he could charge-rend-charge(another target)-rend all in one round (with an action point), which I thought was a little abusive. As it is, he can still charge-rend-rend, which is NASTY. Good thing his attack bonus isn't better.
Altered the Humanoid Killer mechanic. I don't expect this to be very important since I imagine most PCs will be humanoid, unlike DDM where there are lots of non-humanoid minis.
Gave him training in the Endurance skill (and a +2 racial bonus to boot). He's a freakin' troll!

Feral Troll, Level 6 Elite Brute
Large natural humanoid (giant)
Initiative +3, Senses Perception +4, low-light vision
HP 180/90
AC 18; Fort 21, Ref 13, Will 14
Vulnerable 10 fire, saves +2
Speed 6
Action Points: 1
m Claw (standard; at-will) reach 2
. +9 vs AC, 1d8+6 damage
M Rend (standard; at-will) reach 2
. two claw attacks, if both hit a single target add +1d8+6 damage
. and 5 ongoing damage (save ends)
M Feral Surge (move; at-will)
. charge as a move action
Feral Regeneration (minor, recharge 6)
. only usable while bloodied; heal 40 hp
Humanoid Killer
. -2 penalty to attack if it targets a non-humanoid and a
. humanoid is within 2 squares
Skills: Endurance +15
Str 22(+9), Dex 10(+3), Wis 13(+4)
Con 20(+8), Int 6(+1), Cha 9(+2)
 


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