D&D 4E 4e Troll Stats?

Seeing as they are trying to keep move actions as movement only in 4E (I suppose an argument could be made for charge being movement) why don't you just make it something like

Feral Surge (standard, when charging)
Troll may make an additional rend action after completing a charge

or something to that effect.

Fitz
 

log in or register to remove this ad

OK this is TOTALY out of topic. Sorry for this.

But a thought just sparked in me as I read this thread. have you ever considered, as a D&D player how incredibly funny Quirrel's outbursts in the first Harry Potter-movie is when he comes in stumbling, yelling "Troll in the Dungeon, Troll in the Dungeon!".
I think I have to make a new NPC for my campaign...

/lasergreger
 

Good ideas everyone. Thanks for the input. I was sort of worried that this guy would be too tough for a 1st level party, in addition to the other minion baddies that are going to be in the adventure. I had considered giving him just one arm actually (burned off by adventurers and never healed), which would eliminate the rend attack. But i might not do that. I'll need to run a practice round just to see what happens.

As for being a Level 6 brute, i do agree that a party of 6th level heroes would murderlate this guy in two seconds.

For a low level party, i want him to be an immensely challenging, yet beatable foe.

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)

Ok, this is good. I really like the regeneration mechanic and the Action Point. A party facing this guy will HAVE to use fire, or i can foresee a TPK very quickly. I'm going to work that into the adventure somehow, barrels of oil or something, because the players are going to get blindsided by this fella.

Humanoid Killer: Not sure about this mechanic. I might just want it even simpler.

Edit: wait a sec: how does Vulnerable 10 Fire work? Is that extra damage?
 

Nebulous said:
Humanoid Killer: Not sure about this mechanic. I might just want it even simpler.

Edit: wait a sec: how does Vulnerable 10 Fire work? Is that extra damage?

Yep, Vulnerable 10 Fire means any fire attack does an additional 10 damage to the critter.

As for the Humanoid Killer mechanic, why not give him a plus to hit and damage for every humanoid he threatens? This way, the more puny little fleshbags that gang up on him, the angrier he gets.
 


I have had a look at monster summary in pdf (check Chuul entry), and would like to offer the following changes:

Concept: strong melee combatant, with special abilities allowing him to close up fast on enemies and regenerate serious damage.

Changes: I have simplified descriptions a bit. Also, I have lowered number of hitpoints, lowered Feral Regeneration to 20, changed recharge to 5,6, change wording of Rend to make it resemble a bit more similar entries of monsters with double attacks.

Rationale: Feral Troll is pretty easy to drop to Bloodied, however, rather hard to kill (2/3 chances to regenerate). With advantage of numbers on PCs' side, it will be rather easy to overpower it, but in one on one combat it will keep regenerating (6th level players should easily dish out 20 damage per hit, but that may prove insufficient to put the monster down). Finally, in a single one on one, its Double attack and rend ability should ensure that it will be able to dish out more damage. The Reflex save is for the Rogues and other striker characters, to give them a fighting chance to avoid dangerous followup.

Finally, check the new wording of Feral Regeneration (reaction, usable when bloodied, recharge at 5,6). Its meaning is simple - each time the monster is wounded and not killed, it may immediately heal itself. Of course, recharge takes place only once in 3 rounds (on average), but still, it will be damn hard to take it down for lower level characters, while those of higher level should be able to damage it fast enough.

----
Feral Troll, Level 6 Elite Brute
Large natural humanoid (giant)
Initiative +3, Senses Perception +4, low-light vision
HP 100, Bloodied 50
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 Double attack and rend (standard; at-will) reach 2
. two claw attacks. If both hit the same target, see follow-up.
Follow-up: +9 vs Reflex, +1d8+6 damage and 5 ongoing damage (save ends)

M Feral Surge (move; at-will)
. charge as move action.
Feral Regeneration (reaction to attack, usable only when bloodied, recharge 5,6)
. heal 20 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)
----

Regards,
Ruemere
 

I'm looking at this thread and I am completely digging it....good work everyone.

One worry I have about giving a troll the 90-100 Hp instead of the 180 is they have given gnolls 90hp now a days...now the regeneration is nasty for trolls but my troll would have more omph...then a freaken gnoll (PS gnolls are the best monsters ever IMHO but Trolls should have more hp. ;) ....as for testing out a 6th level elite vs. a 1st level party...I think the party should run to win (I would give them "you guys have enough brains to be sucesful adventurers" experience points for a run away - especially with trolls having the close for melee abilities they seem to have) or have environmental advantages....oil barrels were mentioned to have any chance.
 

Hello! This is my first post here on ENWorld, but I've been interested in 4th edition for some time now and after seeing people working on the Feral Troll, it got my own imagination sparked. I had wanted to try to make an Elite Monster appropriate for the Demo characters, and so based upon the formulas posted here I tried to make a Level 2 Elite Monster. I kept it reasonably based around the model set by the OP, but any suggestions or advice from people would be greatly appreciated. In particular I've been a bit uncertain of how his Defenses should look - for right now I've got them figured out based on Ability Bonus +1 for being a level 2 Monster and a +2 bonus to Fortitude from being a Brute.

Troll Whelp, Level 2 Elite Brute (250 XP)
Large Natural Humanoid (Giant)
Initiative +3, Senses: Perception +7, Scent
HP 68; Bloodied: 34, (See Regeneration)
AC 16; Fort 15, Ref 13, Will 12
Vulnerable Fire 10, Acid 10
Speed 6
m Claw (standard; at will) reach 2, +7 vs. AC, 1d4+4 Damage
m Double Attack (standard; at will) reach 2, Perform two claw attacks, if both hit see follow up attack.
-Follow Up: m Rend (immediate reaction) If both claw attacks hit, +7 vs. Fortitude, 2d4+6 Damage and 5 Ongoing damage (save ends).
Regeneration (minor, Recharge 5,6) Usable only after being bloodied, Heal 17 HP
Skills: Athletics +10, Endurance +8, Perception +7
Strength 18 (+4), Dexterity 14 (+2), Constitution 14 (+2), Intelligence 4 (-3), Wisdom 12 (+1), Charisma 10 (+0)

Very sorry if this is a bit of a thread jack, it just seemed at least mostly on topic.
Also one small question for Ruemere: Why does the damage of the troll you'd written up not correspond to his Strength statistic? Also, why are all of the bonuses so much higher for the stats? +3 from a 10 Dex? +1 from a 6 Int?
 

I think the wording on both trolls' regen should be useable only WHILE bloodied to avoid confusion with it only being useable as a reaction to the damage which causes the troll to become bloodied. (Unless that's your intent then ignore me)

Fitz

Oh and for the record, he shouldn't be able to charge rend rend as someone mentioned above because the charge would only allow a basic attack (a claw attack) so it would be (move action) charge with claw attack, (standard) double-attack followed up by rend.

Pretty nasty anyway.

Fitz
 

Remove ads

Top