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<blockquote data-quote="Obly99" data-source="post: 9319355" data-attributes="member: 7035194"><p>With permission of [USER=11368]@Khisanth the Ancient[/USER] I post a revisited version of his <a href="https://www.enworld.org/threads/3-5-ih-stuff-from-my-old-notes.703649/post-9316553" target="_blank">Jotunheim Troll</a> empowered with abilities based on the <a href="https://www.enworld.org/threads/things-from-the-norse-myth.686878/" target="_blank">Jotnar</a>/Norse myth of my setting updated to the rules of PF1.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Greater Jotunheim Troll</span></strong></p><p><em>A Jotunheim troll stands about 250 feet tall and weighs about 64,000 tons.</em></p><p></p><p>CN or CE Titanic humanoid (extraplanar, giant)</p><p></p><p><strong>Init</strong> +11; <strong>Senses</strong> darkvision 800 ft., low-light vision, scent; Perception +45</p><p></p><p><strong>Aura</strong> terrifying presence (400-ft., DC 40)</p><p></p><p><strong>AC</strong> 46, touch 0, flat-footed 46 (+3 deflection, –1 Dex, +4 divine, +46 natural, –16 size)</p><p></p><p><strong>hp</strong> 1,395 hp (30d10+1,230) regeneration 30 (epic acid or epic fire)</p><p></p><p><strong>Fort </strong>+41, <strong>Ref</strong> +13, <strong>Will</strong> +28</p><p></p><p><strong>Defensive Abilities</strong> ferocity, primal vigor, rock catching, sixth sense, unstoppable; <strong>DR</strong> 20/cold iron and epic; <strong>Immune</strong> ability damage and drain, cold, death effects, energy drain, mind-affecting effects, and death from massive damage; <strong>Resistance</strong> electricity 30, sonic 30, Terrestrial Hazards; <strong>PR/SR</strong> 44</p><p></p><p><strong>Weakness</strong> sunlight vulnerability</p><p></p><p><strong>Speed</strong> 120 ft., climb 90 ft.</p><p></p><p><strong>Melee</strong> greatclub +53/+48/+43/+38 (8d10+51), or 2 slam +52 (8d10+34)</p><p></p><p><strong>Ranged</strong> rock +17 (16d10+51)</p><p></p><p><strong>Space</strong> 170 ft.; <strong>Reach</strong> 250 ft.</p><p></p><p><strong>Special Attacks</strong> cleaving attacks, death throes, devastation, hurl foe, Mythic Power (4/day, Surge +1d8), mountainbreaker, pinning throw, rock throwing (1 mile), skipping stone</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 34th, concentration +41)</p><p></p><p><strong>At will</strong>—<em>control weather</em> (as a druid), <em>ice storm</em>, <em>sleet storm</em></p><p></p><p><strong>3/day</strong>—<em>polar midnight</em> (DC 22)</p><p></p><p><strong>Str</strong> 79, <strong>Dex</strong> 9, <strong>Con</strong> 50, <strong>Int</strong> 5, <strong>Wis</strong> 25, <strong>Cha</strong> 16</p><p></p><p><strong>Base Atk</strong> +30; <strong>CMB</strong> +84 (+86 for sunder); <strong>CMD</strong> 96 (98 vs. sunder)</p><p></p><p><strong>Feats</strong> Alertness, Cornugon Smash, Greater Vital Strike, Improved Initiative, Improved Natural Attack (slam), Improved Sunder, Improved Vital Strike, Intimidating Prowess, Power Attack, Toughness, Vital Strike, Weapon Focus (greatclub)</p><p></p><p><strong>Epic Feats</strong> Epic Toughness, Sixth Sense, Superior Initiative</p><p></p><p><strong>Skills</strong> Climb +46, Intimidate +71, Perception +45, Sense Motive +13, Stealth –29 (+33 in dim light or lower condition of light), Survival +41</p><p></p><p><strong>Languages</strong> Giant</p><p></p><p><strong>SQ</strong> display of strength, jotunheim native, jotunheim trait, massive, might, might, mythic, night stalker, virtual size category +1</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p>• Invincibility (Ex): Fortitude save for negate damage</p><p></p><p><strong>Cleaving Attacks (Ex)</strong></p><p>A single attack from one of a Jotunheim troll’s melee or rock can target all creatures in a 30-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the attack. The Jotunheim troll can attempt a combat maneuver check of Hurl Foe to all creatures hits with a melee attack, making a single check and applying it against the CMD of all targets.</p><p></p><p><strong>Death Throes (Ex)</strong></p><p>When a Jotunheim troll dies, its body shatters into an avalanche of broken boulders. All creatures and objects within a 120-ft.-radius burst of the troll take 30d8 magical bludgeoning damage and are knocked prone. A DC 49 Reflex half the damage and negate the prone. The save DC is Constitution-based.</p><p></p><p><strong>Devastation (Ex)</strong></p><p>As a full-round action, a Jotunheim troll can assault a structure, dealing 40d10+300 points of damage to the structure in that round, ignoring any hardness less than 21.</p><p></p><p><strong>Display of Strength (Ex)</strong></p><p>Once per day, a Jotunheim troll that attempt a feat of Strength, can gain a +40 circumstance bonus on one Strength-based skill check or Strength ability check.</p><p></p><p><strong>Jotunheim Native (Ex)</strong></p><p>A Jotunheim troll can see perfectly well in stormy and snowy conditions, including in blizzards, regardless of whether they are natural or supernatural (like a <em>sleet storm</em> spell), and does not take penalties on Perception checks when in snowy or blizzard conditions, as well as concealment due to ice or snow.</p><p>Also, a Jotunheim troll suffers no movement or skill penalties for moving in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through. A Jotunheim troll also ignores difficult terrain and movement penalties caused by snow and ice, can move across icy surfaces without penalty, and does not need to make Acrobatics checks to run or charge on ice. Finally, the Jotunheim troll ignore the effects of wind on movement while in icy regions, and gains immunity to the natural weather of that regions, regardless any force (even blizzard or tornado), unless it chooses to be affected by them.</p><p></p><p><strong>Jotunheim Trait (Ex)</strong></p><p>A Jotunheim troll, despite it is a humanoid, has much of the traits of an outsider:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">d10 Hit Dice.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Base attack bonus equal to total Hit Dice (fast progression).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Two good saving throws, Fortitude and Will.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Skill points equal to 6 + Int modifier (minimum 1) per Hit Die.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Charisma modifier as a deflection bonus to AC.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Jotunheim troll are quasi-deity, and have a divine rank of 4.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Jotunheim troll cannot die of old age.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Might (see above).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Mythic (see below).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Jotunheim native.</p> </li> </ul><p></p><p><strong>Hurl Foe (Ex)</strong></p><p>When a Jotunheim troll damages a Gargantuan or smaller foe with one of its melee attacks, it can chose to try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 60 feet in a direction of the Jotunheim troll’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the Jotunheim troll’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.</p><p></p><p><strong>Massive (Ex)</strong></p><p>Because a Jotunheim troll is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to its movement, though areas of dense forest or settlements are considered difficult terrain to the monster (GM’s discretion). A Gargantuan or smaller creature can move through any square occupied by a Jotunheim troll, or vice-versa. A Jotunheim troll gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. A Jotunheim troll can only be flanked by foes who are at least no more than two sizes smaller than him. It’s possible for a Gargantuan or smaller creature to climb the Jotunheim troll—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on the monster body provokes an attack of opportunity from him. If a Jotunheim troll grapples a creature of Gargantuan size or smaller, it does not gain the grappled condition and does not need to succeed at a grapple combat maneuver check to move while maintaining its grapple. A Jotunheim troll can grapple any number of creatures of Gargantuan size or smaller simultaneously and make a single combat maneuver as a free action at the start of its turn for maintain the grapple on them, applying its result against the CMD of those targets.</p><p></p><p><strong>Might (Ex)</strong></p><p>A Jotunheim troll deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the giant HD.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>A Jotunheim troll has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A Jotunheim troll, instead of being able to spend mythic power for use the mythic version of spells or spell-like ability, when it expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require him to expend any additional uses of Mythic Power to use this ability.</p><p></p><p><strong>Mountainbreaker (Ex)</strong></p><p>A Jotunheim troll's melee attacks ignore hardness less than 21 and its natural attacks and any weapons it wields, are treated as adamantine, chaotic, and epic weapons for the purpose of overcoming damage reduction.</p><p></p><p><strong>Night Stalker (Ex)</strong></p><p>Jotunheim trolls are big brutes, but excel at hunting prey in the dead of night. While a Jotunheim troll is in dim light or lower condition of light, it ignore all size penalties to Stealth checks and gain a +30 to Stealth checks.</p><p></p><p><strong>Pinning Throw (Ex)</strong></p><p>A Jotunheim troll can throw a “rock” as a full-round action so that it drops directly down upon targets, pinning them in places. A Jotunheim troll throw a stone at half its normal range, all Gargantuan or smaller creatures hit suffer normal rock damage and must make a DC 63 Reflex save or be pinned beneath the rock. All creatures pinned beneath a rock suffer 8d8 bludgeoning damage at the start of their turn as long they remain pinned. The DC to overcome the pin is the DC of the Reflex save. The save DC is Strength-based.</p><p></p><p><strong>Primal Vigor (Ex)</strong></p><p>If a Jotunheim troll takes damage during a round, its regeneration increases by 10 at the start of its next turn, to a maximum of 150. If the Jotunheim troll is at full hit points at the start of its turn, its regeneration decreases by 10, to a minimum of 30. Damaging the Jotunheim troll with epic acid or fire only partially suppresses its regeneration. On its turn following this damage, the monster regenerates only half the normal number of hit points (for example, a Jotunheim with regeneration 100 would heal 50 hit points) and can die normally on that round.</p><p></p><p><strong>Regeneration (Ex)</strong></p><p>The regeneration of a Jotunheim troll is partially suppressed (see primal vigor) by acid or fire damage dealt from an epic source, like epic spells (the <em>hellball</em> spell), the <em>acid blast</em> epic weapon property, or from any creature with a Divine Rank of at least 3.</p><p></p><p><strong>Shake the Earth (Ex)</strong></p><p>As a full-round action that provoke attack of opportunity, a Jotunheim troll can slam its foot to the ground. Doing so functions as an extraordinary <em>mythic earthquake</em> spell with an area of 360-ft.-radius spread centered on the troll, except that all the DC of Reflex are 63 instead of 15 or 20 (the Constitution check for pinned beneath rubble remain 15) and the effect lasts for 2 rounds. A Jotunheim troll is immune to its own shake the earth or the one of another Jotunheim troll. The save DC is Strength-based.</p><p></p><p><strong>Skipping Stone (Ex)</strong></p><p>As a full-attack action when hurling a “rock”, a Jotunheim troll aim it toward its targets at a shallow angle, causing it to skip off the ground, and continue forward to smash through its enemies. All creatures and objects on the ground in a line leading away from the troll 20-feet wide and 120 ft. long starting from a point within 1 mile of the troll must make a DC 63 Reflex save or suffer half the damage normally dealt by the rock. A successful saving throw negates the damage. The save DC is Strength-based.</p><p></p><p><strong>Sunlight Vulnerability (Ex)</strong></p><p>A Jotunheim troll is treated as a creature vulnerable to sunlight for the purposes of spells like <em>sunbeam</em> and <em>sunburst</em>. While exposed to the direct natural sunlight of another realm (<em>daylight</em> spells are not sufficient), it suffers 1 point of Strength damage per minute it is exposed (this ignore its normal immunity to ability damage) and is regeneration is partially suppressed as for epic acid or fire. At 0 Strength, it becomes petrified. The light of Jotunheim is harmless to Jotunheim trolls.</p><p></p><p><strong>Terrifying Presence (Ex)</strong></p><p>This work as frightful presence, except the range is 400 ft. and all creatures failing their saves become panicked for 8d6 rounds, those who successfully save are still treated as shaken, unless wholly immune to fear. The save DC is Charisma-based and include a +8 racial bonus.</p><p></p><p><strong>Unstoppable (Ex)</strong></p><p>A Jotunheim troll can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. A Jotunheim troll can use this ability at the start of its turn even if a condition would prevent him from acting.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9319355, member: 7035194"] With permission of [USER=11368]@Khisanth the Ancient[/USER] I post a revisited version of his [URL='https://www.enworld.org/threads/3-5-ih-stuff-from-my-old-notes.703649/post-9316553']Jotunheim Troll[/URL] empowered with abilities based on the [URL='https://www.enworld.org/threads/things-from-the-norse-myth.686878/']Jotnar[/URL]/Norse myth of my setting updated to the rules of PF1. [CENTER][B][SIZE=7]Greater Jotunheim Troll[/SIZE][/B][/CENTER] [I]A Jotunheim troll stands about 250 feet tall and weighs about 64,000 tons.[/I] CN or CE Titanic humanoid (extraplanar, giant) [B]Init[/B] +11; [B]Senses[/B] darkvision 800 ft., low-light vision, scent; Perception +45 [B]Aura[/B] terrifying presence (400-ft., DC 40) [B]AC[/B] 46, touch 0, flat-footed 46 (+3 deflection, –1 Dex, +4 divine, +46 natural, –16 size) [B]hp[/B] 1,395 hp (30d10+1,230) regeneration 30 (epic acid or epic fire) [B]Fort [/B]+41, [B]Ref[/B] +13, [B]Will[/B] +28 [B]Defensive Abilities[/B] ferocity, primal vigor, rock catching, sixth sense, unstoppable; [B]DR[/B] 20/cold iron and epic; [B]Immune[/B] ability damage and drain, cold, death effects, energy drain, mind-affecting effects, and death from massive damage; [B]Resistance[/B] electricity 30, sonic 30, Terrestrial Hazards; [B]PR/SR[/B] 44 [B]Weakness[/B] sunlight vulnerability [B]Speed[/B] 120 ft., climb 90 ft. [B]Melee[/B] greatclub +53/+48/+43/+38 (8d10+51), or 2 slam +52 (8d10+34) [B]Ranged[/B] rock +17 (16d10+51) [B]Space[/B] 170 ft.; [B]Reach[/B] 250 ft. [B]Special Attacks[/B] cleaving attacks, death throes, devastation, hurl foe, Mythic Power (4/day, Surge +1d8), mountainbreaker, pinning throw, rock throwing (1 mile), skipping stone [B]Spell-Like Abilities[/B] (CL 34th, concentration +41) [B]At will[/B]—[I]control weather[/I] (as a druid), [I]ice storm[/I], [I]sleet storm[/I] [B]3/day[/B]—[I]polar midnight[/I] (DC 22) [B]Str[/B] 79, [B]Dex[/B] 9, [B]Con[/B] 50, [B]Int[/B] 5, [B]Wis[/B] 25, [B]Cha[/B] 16 [B]Base Atk[/B] +30; [B]CMB[/B] +84 (+86 for sunder); [B]CMD[/B] 96 (98 vs. sunder) [B]Feats[/B] Alertness, Cornugon Smash, Greater Vital Strike, Improved Initiative, Improved Natural Attack (slam), Improved Sunder, Improved Vital Strike, Intimidating Prowess, Power Attack, Toughness, Vital Strike, Weapon Focus (greatclub) [B]Epic Feats[/B] Epic Toughness, Sixth Sense, Superior Initiative [B]Skills[/B] Climb +46, Intimidate +71, Perception +45, Sense Motive +13, Stealth –29 (+33 in dim light or lower condition of light), Survival +41 [B]Languages[/B] Giant [B]SQ[/B] display of strength, jotunheim native, jotunheim trait, massive, might, might, mythic, night stalker, virtual size category +1 [U][B]Divine Abilities[/B][/U] • Invincibility (Ex): Fortitude save for negate damage [B]Cleaving Attacks (Ex)[/B] A single attack from one of a Jotunheim troll’s melee or rock can target all creatures in a 30-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the attack. The Jotunheim troll can attempt a combat maneuver check of Hurl Foe to all creatures hits with a melee attack, making a single check and applying it against the CMD of all targets. [B]Death Throes (Ex)[/B] When a Jotunheim troll dies, its body shatters into an avalanche of broken boulders. All creatures and objects within a 120-ft.-radius burst of the troll take 30d8 magical bludgeoning damage and are knocked prone. A DC 49 Reflex half the damage and negate the prone. The save DC is Constitution-based. [B]Devastation (Ex)[/B] As a full-round action, a Jotunheim troll can assault a structure, dealing 40d10+300 points of damage to the structure in that round, ignoring any hardness less than 21. [B]Display of Strength (Ex)[/B] Once per day, a Jotunheim troll that attempt a feat of Strength, can gain a +40 circumstance bonus on one Strength-based skill check or Strength ability check. [B]Jotunheim Native (Ex)[/B] A Jotunheim troll can see perfectly well in stormy and snowy conditions, including in blizzards, regardless of whether they are natural or supernatural (like a [I]sleet storm[/I] spell), and does not take penalties on Perception checks when in snowy or blizzard conditions, as well as concealment due to ice or snow. Also, a Jotunheim troll suffers no movement or skill penalties for moving in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through. A Jotunheim troll also ignores difficult terrain and movement penalties caused by snow and ice, can move across icy surfaces without penalty, and does not need to make Acrobatics checks to run or charge on ice. Finally, the Jotunheim troll ignore the effects of wind on movement while in icy regions, and gains immunity to the natural weather of that regions, regardless any force (even blizzard or tornado), unless it chooses to be affected by them. [B]Jotunheim Trait (Ex)[/B] A Jotunheim troll, despite it is a humanoid, has much of the traits of an outsider: [LIST] [*][LEFT]d10 Hit Dice.[/LEFT] [*][LEFT]Base attack bonus equal to total Hit Dice (fast progression).[/LEFT] [*][LEFT]Two good saving throws, Fortitude and Will.[/LEFT] [*][LEFT]Skill points equal to 6 + Int modifier (minimum 1) per Hit Die.[/LEFT] [*][LEFT]Charisma modifier as a deflection bonus to AC.[/LEFT] [*][LEFT]Jotunheim troll are quasi-deity, and have a divine rank of 4.[/LEFT] [*][LEFT]Jotunheim troll cannot die of old age.[/LEFT] [*][LEFT]Might (see above).[/LEFT] [*][LEFT]Mythic (see below).[/LEFT] [*][LEFT]Jotunheim native.[/LEFT] [/LIST] [B]Hurl Foe (Ex)[/B] When a Jotunheim troll damages a Gargantuan or smaller foe with one of its melee attacks, it can chose to try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 60 feet in a direction of the Jotunheim troll’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the Jotunheim troll’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle. [B]Massive (Ex)[/B] Because a Jotunheim troll is so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to its movement, though areas of dense forest or settlements are considered difficult terrain to the monster (GM’s discretion). A Gargantuan or smaller creature can move through any square occupied by a Jotunheim troll, or vice-versa. A Jotunheim troll gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. A Jotunheim troll can only be flanked by foes who are at least no more than two sizes smaller than him. It’s possible for a Gargantuan or smaller creature to climb the Jotunheim troll—this generally requires a successful DC equal to its CMD, and a Small or larger creature that climbs on the monster body provokes an attack of opportunity from him. If a Jotunheim troll grapples a creature of Gargantuan size or smaller, it does not gain the grappled condition and does not need to succeed at a grapple combat maneuver check to move while maintaining its grapple. A Jotunheim troll can grapple any number of creatures of Gargantuan size or smaller simultaneously and make a single combat maneuver as a free action at the start of its turn for maintain the grapple on them, applying its result against the CMD of those targets. [B]Might (Ex)[/B] A Jotunheim troll deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the giant HD. [B]Mythic (Ex)[/B] A Jotunheim troll has Mythic Power (4/day, Surge +1d8) and counts as a 4th-rank Mythic creature. A Jotunheim troll, instead of being able to spend mythic power for use the mythic version of spells or spell-like ability, when it expends mythic power to add a Surge die to an attack roll, it also adds a Surge die to that attack’s damage roll. This is not an action and does not require him to expend any additional uses of Mythic Power to use this ability. [B]Mountainbreaker (Ex)[/B] A Jotunheim troll's melee attacks ignore hardness less than 21 and its natural attacks and any weapons it wields, are treated as adamantine, chaotic, and epic weapons for the purpose of overcoming damage reduction. [B]Night Stalker (Ex)[/B] Jotunheim trolls are big brutes, but excel at hunting prey in the dead of night. While a Jotunheim troll is in dim light or lower condition of light, it ignore all size penalties to Stealth checks and gain a +30 to Stealth checks. [B]Pinning Throw (Ex)[/B] A Jotunheim troll can throw a “rock” as a full-round action so that it drops directly down upon targets, pinning them in places. A Jotunheim troll throw a stone at half its normal range, all Gargantuan or smaller creatures hit suffer normal rock damage and must make a DC 63 Reflex save or be pinned beneath the rock. All creatures pinned beneath a rock suffer 8d8 bludgeoning damage at the start of their turn as long they remain pinned. The DC to overcome the pin is the DC of the Reflex save. The save DC is Strength-based. [B]Primal Vigor (Ex)[/B] If a Jotunheim troll takes damage during a round, its regeneration increases by 10 at the start of its next turn, to a maximum of 150. If the Jotunheim troll is at full hit points at the start of its turn, its regeneration decreases by 10, to a minimum of 30. Damaging the Jotunheim troll with epic acid or fire only partially suppresses its regeneration. On its turn following this damage, the monster regenerates only half the normal number of hit points (for example, a Jotunheim with regeneration 100 would heal 50 hit points) and can die normally on that round. [B]Regeneration (Ex)[/B] The regeneration of a Jotunheim troll is partially suppressed (see primal vigor) by acid or fire damage dealt from an epic source, like epic spells (the [I]hellball[/I] spell), the [I]acid blast[/I] epic weapon property, or from any creature with a Divine Rank of at least 3. [B]Shake the Earth (Ex)[/B] As a full-round action that provoke attack of opportunity, a Jotunheim troll can slam its foot to the ground. Doing so functions as an extraordinary [I]mythic earthquake[/I] spell with an area of 360-ft.-radius spread centered on the troll, except that all the DC of Reflex are 63 instead of 15 or 20 (the Constitution check for pinned beneath rubble remain 15) and the effect lasts for 2 rounds. A Jotunheim troll is immune to its own shake the earth or the one of another Jotunheim troll. The save DC is Strength-based. [B]Skipping Stone (Ex)[/B] As a full-attack action when hurling a “rock”, a Jotunheim troll aim it toward its targets at a shallow angle, causing it to skip off the ground, and continue forward to smash through its enemies. All creatures and objects on the ground in a line leading away from the troll 20-feet wide and 120 ft. long starting from a point within 1 mile of the troll must make a DC 63 Reflex save or suffer half the damage normally dealt by the rock. A successful saving throw negates the damage. The save DC is Strength-based. [B]Sunlight Vulnerability (Ex)[/B] A Jotunheim troll is treated as a creature vulnerable to sunlight for the purposes of spells like [I]sunbeam[/I] and [I]sunburst[/I]. While exposed to the direct natural sunlight of another realm ([I]daylight[/I] spells are not sufficient), it suffers 1 point of Strength damage per minute it is exposed (this ignore its normal immunity to ability damage) and is regeneration is partially suppressed as for epic acid or fire. At 0 Strength, it becomes petrified. The light of Jotunheim is harmless to Jotunheim trolls. [B]Terrifying Presence (Ex)[/B] This work as frightful presence, except the range is 400 ft. and all creatures failing their saves become panicked for 8d6 rounds, those who successfully save are still treated as shaken, unless wholly immune to fear. The save DC is Charisma-based and include a +8 racial bonus. [B]Unstoppable (Ex)[/B] A Jotunheim troll can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting him: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. A Jotunheim troll can use this ability at the start of its turn even if a condition would prevent him from acting. [/QUOTE]
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