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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 1881002" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>TROLL, DIRE</strong></span></p><p><strong>Large Giant (Dire)</strong></p><p><strong>Hit Dice:</strong> 8d8+56 (92 hp)</p><p><strong>Initiative:</strong> +3 (Dex)</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>AC:</strong> 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15</p><p><strong>Base Attack/Grapple:</strong> +6/+17</p><p><strong>Attack:</strong> Claw +14 melee (1d6+9)</p><p><strong>Full Attack:</strong> 2 claws +14 melee (1d6+9) and bite +9 melee (1d6+5)</p><p><strong>Space/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Attack/damage bonus, rend 2d6+10, tusk 2d4+10</p><p><strong>Special Qualities:</strong> Darkvision 90 ft., low-light vision, regeneration 5, scent</p><p><strong>Saves:</strong> Fort +12, Ref +5, Will +6</p><p><strong>Abilities:</strong> Str 25 (+7), Dex 16 (+3), Con 25 (+7), Int 4 (-3), Wis 12 (+1), Cha 6 (-2)</p><p><strong>Skills:</strong> Hide+5, Jump+8, Listen +8, Spot +9</p><p><strong>Feats:</strong> Alertness, Iron Will, Track</p><p></p><p><strong>Continent/Region:</strong> Harqual and Janardun</p><p><strong>Environment:</strong> Cold mountains</p><p><strong>Organization:</strong> Solitary or pair</p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Treasure:</strong> No coins; standard goods; crude items</p><p><strong>Alignment:</strong> Usually chaotic evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +6</p><p></p><p><em>This large creature towers above you, its troll-like face dominated by to large tusks protruding from its lower lips. Its skin looks like rubber, mottled green and a putrid gray. Ugly strands of dirty, white hair hangs from its head. The beast is almost feral, as it growls at you, scraping its wicked claws along the ground. It paces back and forth like an animal that is waiting for an opening.</em></p><p></p><p>Dire trolls walk upright but hunched forward with sagging shoulders, just like normal trolls. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, dire trolls are extremely agile.</p><p></p><p>A typical adult dire troll stands 13½ feet tall and weighs 750 pounds. Males are slightly larger than females. A dire troll's rubbery hide is moss green, mottled green and putrid gray, or simply putrid gray. Their hair is usually grayish-black or dirty white.</p><p></p><p>Dire trolls understand Giant, but they rarely speak.</p><p></p><p><strong>Combat</strong></p><p>Dire trolls have little fear of death, but they aren’t as fearless as normal trolls. They do launch themselves into combat without hesitation, but are more likely to flee if in mortal danger. This is instinct, not intelligence. Dire trolls are scavengers by nature and will eat almost anything.</p><p></p><p>However, when confronted with fire, they will rarely try to get around the flames and attack. Instead, they will react like frightened beasts, shying away from those using it, while attacking anyone else without fire. They aren’t smart enough to recognize flasks as possible dangers, filled with alchemical fire or acid.</p><p></p><p><em>Attack/Damage Bonus:</em> A dire troll gains a +2 enhancement bonus on any Strength related attacks and damage rolls. However, these bonuses aren't added to other special attack forms (i.e. rend).</p><p></p><p><em>Rend (Ex):</em> If a dire troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.</p><p></p><p><em>Regeneration (Ex):</em> Fire and acid deal normal damage to a dire troll. If a dire 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.</p><p></p><p><em>Tusk (Ex):</em> A dire troll can deliver a tusk attack that does 2d4+10 points of damage. This is considered a standard action.</p><p></p><p><em>Skills:</em> Dire trolls gain a +1 racial bonus to Jump attacks and +2 racial bonus to Hide checks.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 1881002, member: 2012"] [COLOR=DarkOrange][B]TROLL, DIRE[/B][/COLOR] [B]Large Giant (Dire)[/B] [B]Hit Dice:[/B] 8d8+56 (92 hp) [B]Initiative:[/B] +3 (Dex) [B]Speed:[/B] 30 ft. (6 squares) [B]AC:[/B] 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 [B]Base Attack/Grapple:[/B] +6/+17 [B]Attack:[/B] Claw +14 melee (1d6+9) [B]Full Attack:[/B] 2 claws +14 melee (1d6+9) and bite +9 melee (1d6+5) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Attacks:[/B] Attack/damage bonus, rend 2d6+10, tusk 2d4+10 [B]Special Qualities:[/B] Darkvision 90 ft., low-light vision, regeneration 5, scent [B]Saves:[/B] Fort +12, Ref +5, Will +6 [B]Abilities:[/B] Str 25 (+7), Dex 16 (+3), Con 25 (+7), Int 4 (-3), Wis 12 (+1), Cha 6 (-2) [B]Skills:[/B] Hide+5, Jump+8, Listen +8, Spot +9 [B]Feats:[/B] Alertness, Iron Will, Track [B]Continent/Region:[/B] Harqual and Janardun [B]Environment:[/B] Cold mountains [B]Organization:[/B] Solitary or pair [B]Challenge Rating:[/B] 6 [B]Treasure:[/B] No coins; standard goods; crude items [B]Alignment:[/B] Usually chaotic evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +6 [I]This large creature towers above you, its troll-like face dominated by to large tusks protruding from its lower lips. Its skin looks like rubber, mottled green and a putrid gray. Ugly strands of dirty, white hair hangs from its head. The beast is almost feral, as it growls at you, scraping its wicked claws along the ground. It paces back and forth like an animal that is waiting for an opening.[/I] Dire trolls walk upright but hunched forward with sagging shoulders, just like normal trolls. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, dire trolls are extremely agile. A typical adult dire troll stands 13½ feet tall and weighs 750 pounds. Males are slightly larger than females. A dire troll's rubbery hide is moss green, mottled green and putrid gray, or simply putrid gray. Their hair is usually grayish-black or dirty white. Dire trolls understand Giant, but they rarely speak. [B]Combat[/B] Dire trolls have little fear of death, but they aren’t as fearless as normal trolls. They do launch themselves into combat without hesitation, but are more likely to flee if in mortal danger. This is instinct, not intelligence. Dire trolls are scavengers by nature and will eat almost anything. However, when confronted with fire, they will rarely try to get around the flames and attack. Instead, they will react like frightened beasts, shying away from those using it, while attacking anyone else without fire. They aren’t smart enough to recognize flasks as possible dangers, filled with alchemical fire or acid. [I]Attack/Damage Bonus:[/I] A dire troll gains a +2 enhancement bonus on any Strength related attacks and damage rolls. However, these bonuses aren't added to other special attack forms (i.e. rend). [I]Rend (Ex):[/I] If a dire troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage. [I]Regeneration (Ex):[/I] Fire and acid deal normal damage to a dire troll. If a dire 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. [I]Tusk (Ex):[/I] A dire troll can deliver a tusk attack that does 2d4+10 points of damage. This is considered a standard action. [I]Skills:[/I] Dire trolls gain a +1 racial bonus to Jump attacks and +2 racial bonus to Hide checks. [/QUOTE]
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