Bloodstone de Troll
First Post
I have always loved the discworld trolls, with their rock bodies and eating habits. Heres my take on them:
Elemental Troll (Discworld)
Rock Troll (Earth)
Large Giant
Hit Dice: 4d8+16 (40 hp)
Initiative: -2 (Dex)
Speed: 30 ft.
AC: 16 (-1 size, -2 Dex, +8 natural,)
Attacks: 2 Claw +10, Bite +10; or Huge greatclub +10 melee
Damage: 2 Claw 1d6 +7 Bite 1d4 +4; or Huge greatclub 2d6+9
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rend (2d6+7)
Special Qualities: Troll Traits, Temperature vulnerability, DR 10/Bludgeoning weapons.
Saves: Fort +8, Ref -1, Will +1
Abilities: Str 25, Dex 6, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +6, Listen +2, Spot +2
Feats: Weapon Focus (greatclub)
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary, pair, gang (2-4), or band (5-8)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Trolls are silicon based life forms. They are humanoid, but on a large scale, averaging 9ft and weighing roughy a Ton or more. Trolls never die, although they can be destroyed. That is to say they do not die of age. However over the years a troll may grow increasingly large, and settle down to think. Slowly, perhaps over thousands of years, they cease to think and become geography. A great deal of chaos will result if these trolls (now thought to be mountain ranges) ever decide to get up for a walk.
Being silicon based life forms, trolls are affected by heat. In cold climates, they are intelligent, even cunning. In the plains however, the heat reduces most of them to imbeciles, the rest to just annoyingly stupid. Trolls don’t really eat people, they just chew them up and spit out the bits. With their diamond teeth trolls eat rock, showing a fondness of “living” rock such as limestone. Trolls also show a fondness for other silicon based creatures such as elementals or xorn.
Trolls are not subtle. Their language mainly consists of body language. On arriving in the city, most trolls end up drifting from one job to another, as each employer finds it too expensive to keep them on. Trolls speak Trollish, which is a mish-mash of Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.
Combat
Trolls are terrible foes when aroused to anger.
Rend: If a troll succeeds with both claw attacks it latches on tearing the flesh for 2d6+7 points of damage.
Temperature vulnerability (Ex): Trolls take 1 point of temporary Intelligence and Wisdom damage for every hour they are exposed to warm sunlight or heat (room temperature for humans), turning into an immobile boulder when their Int reaches 0. Lost points are recovered at the rate of 1 per hour out of the sun or in a cool place. Extreme cold (Below freezing) causes just the opposite to trolls, raising their effective Int and Wis by one point per hour of exposure to a limit of double their base scores.
Troll traits: Trolls posess some interesting abilities.
·Darkvision to 60ft.
·Immunities: Elemental Trolls are immune to natural disease and poisons.
·Resistances (Ex): Trolls have cold resistance 10.
·Half Damage from Slashing (Ex): Slashing weapons deal only half damage to trolls, with a minimum of 1 point of damage.
·Non-Buoyant: Due to their rocky nature, trolls cannot swim or float, and begin taking drowning damage as soon as they enter water deep enough to be submerged.
·Brute body: A trolls hulking form is not made for human weapons and armor. Any armor meant for a troll costs as much as if masterworked. And any human-made weapon not designed for a troll must succeed in a Fort save (DC 11+ the Trolls Str modifier) or break if the troll ever rolls a one while wielding it. It is because of this that most trolls prefer their claws and teeth.
Troll Characters
A trolls favored class is Barbarian, Troll clerics (rare) can choose between the domains of Earth, Strength, or War.
Elemental Troll (Discworld)
Rock Troll (Earth)
Large Giant
Hit Dice: 4d8+16 (40 hp)
Initiative: -2 (Dex)
Speed: 30 ft.
AC: 16 (-1 size, -2 Dex, +8 natural,)
Attacks: 2 Claw +10, Bite +10; or Huge greatclub +10 melee
Damage: 2 Claw 1d6 +7 Bite 1d4 +4; or Huge greatclub 2d6+9
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rend (2d6+7)
Special Qualities: Troll Traits, Temperature vulnerability, DR 10/Bludgeoning weapons.
Saves: Fort +8, Ref -1, Will +1
Abilities: Str 25, Dex 6, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +6, Listen +2, Spot +2
Feats: Weapon Focus (greatclub)
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary, pair, gang (2-4), or band (5-8)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Trolls are silicon based life forms. They are humanoid, but on a large scale, averaging 9ft and weighing roughy a Ton or more. Trolls never die, although they can be destroyed. That is to say they do not die of age. However over the years a troll may grow increasingly large, and settle down to think. Slowly, perhaps over thousands of years, they cease to think and become geography. A great deal of chaos will result if these trolls (now thought to be mountain ranges) ever decide to get up for a walk.
Being silicon based life forms, trolls are affected by heat. In cold climates, they are intelligent, even cunning. In the plains however, the heat reduces most of them to imbeciles, the rest to just annoyingly stupid. Trolls don’t really eat people, they just chew them up and spit out the bits. With their diamond teeth trolls eat rock, showing a fondness of “living” rock such as limestone. Trolls also show a fondness for other silicon based creatures such as elementals or xorn.
Trolls are not subtle. Their language mainly consists of body language. On arriving in the city, most trolls end up drifting from one job to another, as each employer finds it too expensive to keep them on. Trolls speak Trollish, which is a mish-mash of Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.
Combat
Trolls are terrible foes when aroused to anger.
Rend: If a troll succeeds with both claw attacks it latches on tearing the flesh for 2d6+7 points of damage.
Temperature vulnerability (Ex): Trolls take 1 point of temporary Intelligence and Wisdom damage for every hour they are exposed to warm sunlight or heat (room temperature for humans), turning into an immobile boulder when their Int reaches 0. Lost points are recovered at the rate of 1 per hour out of the sun or in a cool place. Extreme cold (Below freezing) causes just the opposite to trolls, raising their effective Int and Wis by one point per hour of exposure to a limit of double their base scores.
Troll traits: Trolls posess some interesting abilities.
·Darkvision to 60ft.
·Immunities: Elemental Trolls are immune to natural disease and poisons.
·Resistances (Ex): Trolls have cold resistance 10.
·Half Damage from Slashing (Ex): Slashing weapons deal only half damage to trolls, with a minimum of 1 point of damage.
·Non-Buoyant: Due to their rocky nature, trolls cannot swim or float, and begin taking drowning damage as soon as they enter water deep enough to be submerged.
·Brute body: A trolls hulking form is not made for human weapons and armor. Any armor meant for a troll costs as much as if masterworked. And any human-made weapon not designed for a troll must succeed in a Fort save (DC 11+ the Trolls Str modifier) or break if the troll ever rolls a one while wielding it. It is because of this that most trolls prefer their claws and teeth.
Troll Characters
A trolls favored class is Barbarian, Troll clerics (rare) can choose between the domains of Earth, Strength, or War.