My next project (#5)!

good, i want done with that creature. ;)

#10
LA?

Large Giant (Cold)
Hit Dice: 4d8+24 (42 hp)
Initiative: +1
Speed: 30-ft., swim 30-ft. (6 Squares, 6 Squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural)
Base Attack/Grapple: +2/+11
Attack: Claw +7 melee, bite +2 melee
Full Attack: 2 claws +7 melee (ld8+5), bite +2 melee (ld.4+2)
Space/Reach: 5-ft. by 5-ft./10-ft.
Special Attacks: Rend 2d8+7
Special Qualities: Regeneration 3, scent, darkvision 90-ft.
Saves: Fort+10, Ref+2, Will+2
Abilities: Str 20, Dex 13, Con 23, Int 8, Wis 9, Cha6
Skills: Listen +5, Spot +5
Feats: Alertness, Iron Will
Environment: Arctic
Organization: Solitary or gang (2-4)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
TROLLs have a mottled skin coloration ranging from white to light gray to a slightly bluish tinge. Their hair-like masses are a uniform white, and dirty yellowish-white hair grows from their lower arms and legs. They are smaller than most trolls, generally standing no taller than 8-ft.. Like the sand trolls, TROLLs have a keener intellect than the standard troll, sharpened by the necessity of survival in the harsh environments they call home.
TROLLs usually lair in ice caves near the coastline, or in hand-carved caves dug into the sides of ice floes. Some live in caves along the coasts of subarctic rivers and lakes. They are strong swimmers but cannot breathe water like scrags can. TROLLs seldom stray too far from the water, for their regenerative powers, which are somewhat weaker than that of standard trolls, only kicks in when they are in contact with cold water. TROLLs are immune to cold-based attacks, but take double damage from fire.
 

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I'd say +4 to +5, based on the standard troll, to whom these guys are pretty close. Also, remove the "immune to cold, double damage from fire" from their flavor text and give it to them in SQs.

Demiurge out.
 

demiurge1138 said:
I'd say +4 to +5, based on the standard troll, to whom these guys are pretty close. Also, remove the "immune to cold, double damage from fire" from their flavor text and give it to them in SQs.
This will covered by the standard 3.5e Cold subtype.

srd said:
Cold Subtype: A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

I agree with demiurge to a certain extent and would suggest a LA of +4.

Regards
Mortis
 

and they need another feat, as well.

"seldom stray too far from the water, for their regenerative powers, which are somewhat weaker than that of standard trolls, only kicks in when they are in contact with cold water."

i think i can adapt that from stuff that the mephits have for fast healing.
 


indeed. sometimes, the *@#$@*!s who first did the editing on this book subtracted the size penalty from the BAB and grapple as well as the attack lines. :rolleyes:

comments on my last post? :)
 


hmm, you're right. wonder how i got myself confused... 1-2 HD = 1 feat, 3-5 HD = 2 feats, 6-8 HD = 3 feats...

try this on for size:
Regeneration (Ex): Fire and acid deal normal damage to a TROLL. A TROLL regenerates only if it is touching cold water.
If a 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.
 

That looks good, although you might want to specify that it can only reattach a limb if it's touching cold water.

Incidentally, why do they still have that entry in every regeneration entry? The only way to sever anything in 3rd Edition is via the vorpal sword. No core augmented crits, no swords of sharpness... disappoints me. I like dismemberment!

Demiurge out.
 

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