Trow (Myth)
CLIMATE/TERRAIN: Any; prefer warmer climes
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Omnivore
INTELLIGENCE: Average to genius (8-18)
TREASURE: A
ALIGNMENT: Lawful neutral
NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVEMENT: 15
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-18 (3d6)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: L (8-12’ tall)
MORALE: Steady (11-12)
XP VALUE: 270
Trow are remnants of a once great culture that nurtured the arts and sciences and dealt peacefully with its neighbors. As their civilization declined, the trow began enslaving lesser species to assist in their increasingly antagonistic goals. This practice lead to their ultimate demise, as ogres, trolls, and hill giants eventually rebelled against their captors. The few trow who remain today are reminders of how corrupt their species became.
Trow are giant, hairless humanoids with tiny ears and massive, elephantine legs. Skin color ranges from cream to dark brown. Because they remove their body hair, a trow’s body displays the scars acquired through years of combat. In colder climes, they wear furs adorned with the possessions (or body parts) of their foes.
With no toes on their massive feet, trow steap more heavily than other humanoids of similar size, so their footsteps are often felt before the trow are spotted. Once the trow is heard, however, it is usually only moments before it can be seen crashing through the brush.
Combat: Most trow are honorable in combat and, before attacking, issue a bellow of warning that may be heard up to a mile away. The roar is not an attack in itself and has no lasting physical effects.
Trow attack with their huge elephantine feet. The most common tactic is to kick their enemies into the air (2d6 points of damage, plus 1d6 points of falling damage) then attack again before the victim has a chance to recover, gaining a -4 bonus to initiative against opponents who were kicked on the previous round. Having little fear for their own lives, trow rush headlong into battle with little maneuvering. Powerful kicking and thrashing attacks make them a popular recruit for large-scale skirmishes. The force of the trow’s kick makes platemail a poor choice for defense, as the mail can become permanently crushed around an opponent’s body. A natural “20” on a trow’s attack against an opponent in platemail requires the armor to make a successful saving throw vs. crushing blow. Failure indicates that the victim is imprisoned in his or her own armor, able to break free only with a successful Bend Bars/Lift Gates roll or with help from a companion who spends 1d4 rounds trying to free the victim.
Naturally tough skin takes the place of artificial armor for trow. Furthermore, scars are considered a sign of beauty and wisdom and are generally encouraged.
Habitat/Society: Trow once maintained an enlightened culture with significant artistic and intellectual achievements. Relics of these times are long forgotten, and the ruins of trow cities are deeply buried. In spite of the corruption that caused the fall of the species, trow still withhold a fanatical national identity.
Trow were originally magically created as workers and warriors years ago. Since they are no longer being created, they are a doomed race. They cannot reproduce or be reincarnated. Sages estimate that there are approximately eighty trow remaining scattered throughout the lands.
Ecology: Trow do not need to eat but will do so as a sign of respect, if food is offered. They also offer food to their guests.
Trow lairs are often caves near the ruins of their once-great cities, monuments, or temples, which they work to rebuild. Monetary treasures hold little attraction, but items of a more ornamental nature might find their way into the trow lair. Trow have an affinity for fancy stonework and elaborate architecture.
Among other races, trow skulls are considered a prestigious trophy and are valued at 2,500 gp to some buyers. Trow hides are believed to have special magic-resistant properties, but this has yet to be proven.
Originally appeared in Dragon Magazine #261 (1999).