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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 2877360" data-attributes="member: 2012"><p><span style="color: DarkOrange"><strong>TROLL, ICE</strong></span></p><p><strong>Large Giant (Cold)</strong></p><p><strong>Hit Dice:</strong> 6d8+36 (63 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> 30 ft. (6 squares); and see text</p><p><strong>AC:</strong> 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15</p><p><strong>Base Attack/Grapple:</strong> +4/+14</p><p><strong>Attack:</strong> +9 melee (1d6+6, claw)</p><p><strong>Full Attack:</strong> +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite)</p><p><strong>Space/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Breath weapon, rend 2d6+9 </p><p><strong>Special Qualities:</strong> Cold immunity, darkvision 90 ft., ice meld, low-light vision, regeneration 5, scent</p><p><strong>Saves:</strong> Fort +11, Ref +4, Will +3</p><p><strong>Abilities:</strong> Str 23 (+6), Dex 14 (+2), Con 23 (+6), Int 6 (-2), Wis 9 (-1), Cha 6 (-2)</p><p><strong>Skills:</strong> Balance +5, Climb +7, Listen +9, Spot +10</p><p><strong>Feats:</strong> Alertness, Ice Hearing [sup]B[/sup], Iron Will, Track</p><p></p><p><strong>Continent/Region:</strong> Harqual, Janardun, Kanpur, Ryaith, and the Isles of Valus</p><p><strong>Environment:</strong> Cold mountains </p><p><strong>Organization:</strong> Solitary or gang (2–4)</p><p><strong>Challenge Rating:</strong> 7</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +9</p><p></p><p><em>This large, strange looking creature is bipedal. It is gangly with oversized clumsy-looking arms and legs. Its blue white hide is covered in thick, ropy fur, which is snowy white. The creature’s body is encrusted with snow and ice. It lurches at you with its oversized claws and gnashes with its sharp teeth.</em></p><p></p><p>Ice trolls are a subspecies of troll that is found in all the northern lands of the World of Kulan from Ryaith to Kanpur. They are rarely encountered beyond cold mountain ranges and they are considered a myth in the southern lands of the continent of Kanpur. However, they aren’t a myth and are quite the scourge anywhere where you’d find cold mountains.</p><p></p><p>On Harqual, this includes the Aragar, Greystone, and Kaltar Mountains. On Janardun, this includes all the island continent’s mountain ranges. On Kanpur, this includes the mountain ranges of the Far North and the Iceshield Lands, as well as the mountains near Waldheim, Szulolia, and Sogukol. On Ryaith and the isles of Valus, ice trolls are very rare encounters.</p><p></p><p>Ice trolls have the height, weight, and general look of standard trolls. However, their rubbery bodies are the color of a lake frozen over with ice and their hair and fur is snow white. Ice and snow always encrusts an ice trolls body, which leads many to think the creature is elemental in nature, at first, as the creature can meld into ice.</p><p></p><p>Ice trolls speak Giant.</p><p></p><p><strong>Combat</strong></p><p>Ice trolls tend to use the same tactics as standard trolls, modified by the surrounding terrain and the ice trolls special abilities. They prefer to lay in wait within a body of ice while opponents pass by, pretending to be dead. However, ice trolls aren’t patient and if opponents study the “frozen troll” for too long they will simply attack. Ice trolls always light to the death when hungry.</p><p></p><p><em>Breath Weapon</em> (Su): A cone of cold, 30 ft., 1d6 damage.</p><p></p><p><em>Ice Hearing</em> (Su): See page 71 of <span style="color: Red"><em>Frost & Fur: The Explorer’s Guide to the Frozen Lands</em></span>.</p><p></p><p><em>Ice Meld</em> (Su): As a full-round action, the ice troll may meld with any body of ice. While within a body of ice, the creature moves with a base speed of 40 feet, and may not be attacked. However, the only sense the creature can use is its Ice Hearing feat (a silent enemy will be undetectable). As an additional full-round action, the ice troll may exit the body of ice. Use of this ability provokes attacks of opportunity.</p><p></p><p><em>Rend</em> (Ex): If an ice troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.</p><p></p><p><em>Regeneration</em> (Ex): Acid deals normal damage to an ice troll, while fire deals 1½ times the damage to the creature. If an ice 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>Skills</em>: Ice trolls gain a +4 racial bonus to Balance, Climb, Listen, and Spot checks.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2877360, member: 2012"] [COLOR=DarkOrange][B]TROLL, ICE[/B][/COLOR] [B]Large Giant (Cold)[/B] [B]Hit Dice:[/B] 6d8+36 (63 hp) [B]Initiative:[/B] +2 (Dex) [B]Speed:[/B] 30 ft. (6 squares); and see text [B]AC:[/B] 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 [B]Base Attack/Grapple:[/B] +4/+14 [B]Attack:[/B] +9 melee (1d6+6, claw) [B]Full Attack:[/B] +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Attacks:[/B] Breath weapon, rend 2d6+9 [B]Special Qualities:[/B] Cold immunity, darkvision 90 ft., ice meld, low-light vision, regeneration 5, scent [B]Saves:[/B] Fort +11, Ref +4, Will +3 [B]Abilities:[/B] Str 23 (+6), Dex 14 (+2), Con 23 (+6), Int 6 (-2), Wis 9 (-1), Cha 6 (-2) [B]Skills:[/B] Balance +5, Climb +7, Listen +9, Spot +10 [B]Feats:[/B] Alertness, Ice Hearing [sup]B[/sup], Iron Will, Track [B]Continent/Region:[/B] Harqual, Janardun, Kanpur, Ryaith, and the Isles of Valus [B]Environment:[/B] Cold mountains [B]Organization:[/B] Solitary or gang (2–4) [B]Challenge Rating:[/B] 7 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually chaotic evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +9 [I]This large, strange looking creature is bipedal. It is gangly with oversized clumsy-looking arms and legs. Its blue white hide is covered in thick, ropy fur, which is snowy white. The creature’s body is encrusted with snow and ice. It lurches at you with its oversized claws and gnashes with its sharp teeth.[/I] Ice trolls are a subspecies of troll that is found in all the northern lands of the World of Kulan from Ryaith to Kanpur. They are rarely encountered beyond cold mountain ranges and they are considered a myth in the southern lands of the continent of Kanpur. However, they aren’t a myth and are quite the scourge anywhere where you’d find cold mountains. On Harqual, this includes the Aragar, Greystone, and Kaltar Mountains. On Janardun, this includes all the island continent’s mountain ranges. On Kanpur, this includes the mountain ranges of the Far North and the Iceshield Lands, as well as the mountains near Waldheim, Szulolia, and Sogukol. On Ryaith and the isles of Valus, ice trolls are very rare encounters. Ice trolls have the height, weight, and general look of standard trolls. However, their rubbery bodies are the color of a lake frozen over with ice and their hair and fur is snow white. Ice and snow always encrusts an ice trolls body, which leads many to think the creature is elemental in nature, at first, as the creature can meld into ice. Ice trolls speak Giant. [B]Combat[/B] Ice trolls tend to use the same tactics as standard trolls, modified by the surrounding terrain and the ice trolls special abilities. They prefer to lay in wait within a body of ice while opponents pass by, pretending to be dead. However, ice trolls aren’t patient and if opponents study the “frozen troll” for too long they will simply attack. Ice trolls always light to the death when hungry. [I]Breath Weapon[/I] (Su): A cone of cold, 30 ft., 1d6 damage. [i]Ice Hearing[/i] (Su): See page 71 of [COLOR=Red][I]Frost & Fur: The Explorer’s Guide to the Frozen Lands[/I][/COLOR]. [I]Ice Meld[/I] (Su): As a full-round action, the ice troll may meld with any body of ice. While within a body of ice, the creature moves with a base speed of 40 feet, and may not be attacked. However, the only sense the creature can use is its Ice Hearing feat (a silent enemy will be undetectable). As an additional full-round action, the ice troll may exit the body of ice. Use of this ability provokes attacks of opportunity. [I]Rend[/I] (Ex): If an ice troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage. [I]Regeneration[/I] (Ex): Acid deals normal damage to an ice troll, while fire deals 1½ times the damage to the creature. If an ice 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]Skills[/I]: Ice trolls gain a +4 racial bonus to Balance, Climb, Listen, and Spot checks. [/QUOTE]
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