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[CoC] Trolls!
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<blockquote data-quote="DnDChick" data-source="post: 152937" data-attributes="member: 54"><p><strong><u>TROLL, TSATHOGGHUAN</u></strong></p><p>Medium-size Monstrous Humanoid (Lesser Servitor Race)</p><p>Hit Dice: 2d8+12 (21 hp)</p><p>Initiative: -2 (Dex)</p><p>Speed: 40 Ft.</p><p>AC: 11 (-2 Dex, +3 natural)</p><p>Attacks: Club +7 melee, or claw +7 melee, bite +2 melee, or thrown object +0 ranged</p><p>Damage: Club 1d6+6, claw 1d4+6, bite 1d3+3, thrown object 1d4+6</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Blizzard, spells</p><p>Special Qualities: Scent, cold immunity, low light vision</p><p>Saves: Fort +6, Ref +1, Will +3</p><p>Abilities: Str 20, Dex 7, Con 22, Int 9, Wis 11, Cha 9</p><p>Skills: Climb +9, Hide +7*, Listen +4, Move Silently +9, Spot +4</p><p>Feats: Stealthy</p><p>CR: 2</p><p>Climate/Terrain: Any cold land, but thus far only encountered in Norway</p><p>Organization: </p><p>Treasure: Half standard</p><p>Alignment: Usually chaotic evil</p><p>Advancement: 3-6HD (Medium-size)</p><p>Sanity Loss: 0/1d4 at first sight, none thereafter</p><p></p><p><em>"Edward was injured in a fall, but he was killed by what some have called trolls, degenerate descendants of the fierce prehuman hominids of legend, not wolves…The so-called trolls…worship Tsathogghua."</em></p><p><em>—Marcus L. Rowland,</em> the Games Workshop adventure "Nightmare in Norway"</p><p></p><p>What these creatures call themselves is unknown, for their language is incomprehensible to humans. Their existence is the basis for the stories of the Norse trolls, so for lack of any better name they are called trolls. Those people have encountered them have reported their strange, seemingly religious practices in which they bow to strange frog-like idols in dim caves. One reference in a logbook found in the dusty archives of Miskatonic University referred to them outright as Tsathogghuan trolls.</p><p></p><p>Massively strong and cunning, these creatures are the long descendants of proto-humanoid creatures that did not go extinct like others of their kind after the last ice age. Trolls stand approximately 6 feet tall, but they are much broader and stockier than any living human. Their dull white skin is caked to their bodies in foul matted strips, and they reek with unimaginable odors. They have vaguely ape-like faces, but are far uglier than is possible for any mundane primate. Trolls dwell in communal warrens awash with filth and gore.</p><p></p><p><strong>Combat</strong></p><p>Trolls fight with surprising intelligence and planning, often taking by surprise those who assume they are simple savages. They tend to avoid combat, but will attack humans if the odds seem right.</p><p></p><p><strong>Blizzard (Su):</strong> This special ability is one granted by Tsathogghua himself to his loyal minions. By concentrating and chanting for 20d6 minutes, a troll can summon forth a blizzard that lasts for 2d6 hours. The troll using this ability must also permanently sacrifice one point of Constitution. The area of affect is centered on the point where it is cast, and has a radius of 300 feet; the radius doubles for each additional temporary point of Constitution spent in the casting. Anyone caught in such a blizzard suffers the effects of a Windstorm and takes cold damage as described in the Combat chapter (see Weather Hazards, page 87). Snow accumulation is 1 inch per hour.</p><p></p><p><strong>Cold Immunity (Ex):</strong> Trolls are immune to the effects of normal cold, sheltered from the elements by thick matted fur and a layer of warm fat. Unnatural or otherwise magical cold can harm them normally, as can temperatures below -100º Fahrenheit.</p><p></p><p><strong>Spells:</strong> There is only a 10% chance that a given troll will know any spells; the number of spells known is equal to the roll of the d%. Certain trolls that make contact with Tsathogghua himself (or any other Cthulhu Mythos being) become shamans, receiving the Cult Sorcerer template and thereafter gaining levels as per an Offense Option investigator with the following core skills: Animal Empathy, Concentration, Craft (shamantic ritual artifacts), Heal, Hide, Intimidate, Listen, Move Silently, Sense Motive, Spellcraft, Spot, and Wilderness Lore.</p><p></p><p><strong>Skills:</strong> *Trolls receive a +2 racial bonus to Hide checks when in snowy terrain, and a +4 to Move Silently checks through forested terrain.</p></blockquote><p></p>
[QUOTE="DnDChick, post: 152937, member: 54"] [b][u]TROLL, TSATHOGGHUAN[/u][/b][u][/u] Medium-size Monstrous Humanoid (Lesser Servitor Race) Hit Dice: 2d8+12 (21 hp) Initiative: -2 (Dex) Speed: 40 Ft. AC: 11 (-2 Dex, +3 natural) Attacks: Club +7 melee, or claw +7 melee, bite +2 melee, or thrown object +0 ranged Damage: Club 1d6+6, claw 1d4+6, bite 1d3+3, thrown object 1d4+6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Blizzard, spells Special Qualities: Scent, cold immunity, low light vision Saves: Fort +6, Ref +1, Will +3 Abilities: Str 20, Dex 7, Con 22, Int 9, Wis 11, Cha 9 Skills: Climb +9, Hide +7*, Listen +4, Move Silently +9, Spot +4 Feats: Stealthy CR: 2 Climate/Terrain: Any cold land, but thus far only encountered in Norway Organization: Treasure: Half standard Alignment: Usually chaotic evil Advancement: 3-6HD (Medium-size) Sanity Loss: 0/1d4 at first sight, none thereafter [i]"Edward was injured in a fall, but he was killed by what some have called trolls, degenerate descendants of the fierce prehuman hominids of legend, not wolves…The so-called trolls…worship Tsathogghua." —Marcus L. Rowland,[/i] the Games Workshop adventure "Nightmare in Norway" What these creatures call themselves is unknown, for their language is incomprehensible to humans. Their existence is the basis for the stories of the Norse trolls, so for lack of any better name they are called trolls. Those people have encountered them have reported their strange, seemingly religious practices in which they bow to strange frog-like idols in dim caves. One reference in a logbook found in the dusty archives of Miskatonic University referred to them outright as Tsathogghuan trolls. Massively strong and cunning, these creatures are the long descendants of proto-humanoid creatures that did not go extinct like others of their kind after the last ice age. Trolls stand approximately 6 feet tall, but they are much broader and stockier than any living human. Their dull white skin is caked to their bodies in foul matted strips, and they reek with unimaginable odors. They have vaguely ape-like faces, but are far uglier than is possible for any mundane primate. Trolls dwell in communal warrens awash with filth and gore. [b]Combat[/b] Trolls fight with surprising intelligence and planning, often taking by surprise those who assume they are simple savages. They tend to avoid combat, but will attack humans if the odds seem right. [b]Blizzard (Su):[/b] This special ability is one granted by Tsathogghua himself to his loyal minions. By concentrating and chanting for 20d6 minutes, a troll can summon forth a blizzard that lasts for 2d6 hours. The troll using this ability must also permanently sacrifice one point of Constitution. The area of affect is centered on the point where it is cast, and has a radius of 300 feet; the radius doubles for each additional temporary point of Constitution spent in the casting. Anyone caught in such a blizzard suffers the effects of a Windstorm and takes cold damage as described in the Combat chapter (see Weather Hazards, page 87). Snow accumulation is 1 inch per hour. [b]Cold Immunity (Ex):[/b] Trolls are immune to the effects of normal cold, sheltered from the elements by thick matted fur and a layer of warm fat. Unnatural or otherwise magical cold can harm them normally, as can temperatures below -100º Fahrenheit. [b]Spells:[/b] There is only a 10% chance that a given troll will know any spells; the number of spells known is equal to the roll of the d%. Certain trolls that make contact with Tsathogghua himself (or any other Cthulhu Mythos being) become shamans, receiving the Cult Sorcerer template and thereafter gaining levels as per an Offense Option investigator with the following core skills: Animal Empathy, Concentration, Craft (shamantic ritual artifacts), Heal, Hide, Intimidate, Listen, Move Silently, Sense Motive, Spellcraft, Spot, and Wilderness Lore. [b]Skills:[/b] *Trolls receive a +2 racial bonus to Hide checks when in snowy terrain, and a +4 to Move Silently checks through forested terrain. [/QUOTE]
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