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TROLL, GIANT

GIANT TROLL
Large Giant
Hit Dice: 8d8+48 (84 hp)
Initiative: +0 (Dex)
Speed: 30 ft
AC: 16 (-1 size, +7 natural)
Attacks: Spiked club +13 melee; or 2 claws +12 melee; or rock +6 ranged
Damage: Spiked club 2d6+7; or claw 1d6+7; or rock 2d8+7
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Improved grab, bludgeon, rock throwing
Special Qualities: Fast healing 2, rock catching, fire vulnerability, scent, darkvision 90 feet
Saves: Fort +12, Ref +2, Will +1
Abilities: Str 25, Dex 11, Con 23, Int 6, Wis 9, Cha 9
Skills: Climb +9, Jump +9, Spot +6
Feats: Cleave, Power Attack, Weapon Focus (spiked club)

Climate/Terrain: Any land and underground
Organization: Solitary or tribe (1-12 giant trolls plus 2-12 trolls)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

Giant trolls are the hideous result of trolls breeding with hill giants. These trolls resemble trolls physically in nearly every aspect, but are usually at least 10 feet tall. The giant troll’s skin is reddish-brown, and they have red-rimmed eyes. Giant trolls seem to favor spiked clubs made tree trunks or timber from houses.
Giant trolls are greatly feared throughout the world, as they combine the worst and most deadly aspects of trolls and hill giants. They often ally themselves with strong tribes of hill giants, serving as elite personal guards for the chief. A giant troll tribe also keeps several normal trolls as lackeys, or even for food.

COMBAT
Despite their pot-bellied appearance, these trolls are immensely strong and wield large spiked clubs with skill. If a giant troll is caught without a weapon, it prefers to batter its enemies with each other’s bodies, though it can just use its claws if hard pressed. If overwhelmed by a large number of opponents, it will try to grab and hurl opponents into trees.
Improved Grab (Ex): To use this ability, the giant troll must hit an opponent of Medium-size or smaller with a claw attack. If it gets a hold, it can use the opponent as a bludgeon or throw the opponent.
Bludgeon (Ex): A giant troll can use any held Medium-size or Small being as a bludgeoning weapon. The giant troll makes a normal attack roll against an opponent or object. If the attack is successful, the opponent takes 1d4+ (strength bonus) points of damage, and the victim being held takes 1d6 points of damage from the attack.
Rock Throwing (Ex): Giant trolls are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant troll can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. Their thrown rocks have a range increment of 120 feet.
Rock Catching (Ex): A giant troll can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant troll that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant troll must be ready for and aware of the attack.
Fire Vulnerability (Ex): If a giant troll suffers 10 or more points of damage from fire, its fast healing ability will fail until it recovers all of those hit points through normal healing.


The giant troll first appeared in the first edition Fiend Folio (1981), and later in the Monstrous Manual (1993).
 

TROLL, SPIRIT

SPIRIT TROLL
Large Giant (Air)
Hit Dice: 5d8+25 (47 hp)
Initiative: +4 (Dex)
Speed: 40 ft
AC: 18 (-1 size, +4 Dex, +5 natural)
Attacks: Bite +7 melee, 2 claws +2 melee
Damage: Bite 1d6+5 melee, claw 1d3+2 and strength drain
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Strength drain
Special Qualities: Regeneration, vampiric healing, scent, darkvision 120 feet, SR 17, immune to cold, damage reduction 10/+1, natural invisibility
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 21, Dex 19, Con 20, Int 12, Wis 14, Cha 11
Skills: Listen +6, Move Silently +7, Spot +6
Feats: Combat Reflexes, Improved Initiative

Climate/Terrain: Any land and underground
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class

The spirit troll is a hateful creature believed to be the result of magical crossbreeding between trolls and invisible stalkers. The process that created these odious monsters is unknown, and there seems to be a limited number of them. They are often confused with spectral trolls, but are in fact not undead.
Spirit trolls are always invisible, like invisible stalkers. Creatures able to see invisible things will see them as slightly smaller versions of normal trolls, with diffused and indistinct features.

COMBAT
Spirit trolls enjoy the benefit of being invisible all the time. They are much more intelligent than normal trolls, and like to switch positions frequently during combat to keep foes disoriented.
Strength Drain (Su): Creatures hit by a spirit troll’s claw attacks suffer a temporary loss of 1d3 Strength points.
Regeneration: Fire deals normal damage to a spirit troll.
If a spirit 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.
Vampiric Healing (Su): Any damage caused by a spirit troll’s bite allows the troll to heal an equal amount of damage as the bite attack.
Invisibility (Su): This ability is constant, allowing the spirit troll to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.


The spirit troll first appeared in the first edition Fiend Folio (1981), and later in the Monstrous Manual (1993).
 

TROLL, DESERT

DESERT TROLL
Large Giant
Hit Dice: 7d8+42 (73 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 16 (-1 size, +2 Dex, +5 natural)
Attacks: 2 claws +11 melee, bite +6 melee
Damage: Claw 1d4+7, bite 1d4+3
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Rend 2d4+10
Special Qualities: Regeneration, camouflage, scent, darkvision 60 feet, immunities, vulnerable to water
Saves: Fort +11, Ref +4, Will +5
Abilities: Str 24, Dex 15, Con 23, Int 9, Wis 12, Cha 9
Skills: Listen +6, Hide +7, Spot +6
Feats: Alertness, Iron Will

Climate/Terrain: Any desert
Organization: Solitary or gang (1-6)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

Desert trolls are a tougher breed of troll that live only in arid climates. These trolls are more tenacious than their more common cousins, and tend to be more solitary. They stalk the edges of civilized areas, harassing travelers and polluting the water. These trolls are tan in color, but can shift between different shades of brown.

COMBAT
Desert trolls are somewhat tougher and more vicious than typical trolls. They like to hide, using the desert sands as cover, then spring out to attack their foes.
Regeneration: Water, acid, magical fire and fire-based breath weapons deal normal damage to a desert troll.
If a desert 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.
Camouflage (Ex): Desert trolls can alter their skin color at will, from a bleached tan to a mottled rock-brown color. This ability confers them a +8 bonus to Hide checks in any desert environment.
Immunities (Ex): Desert trolls are immune to normal fire, heat, and cold.
Vulnerable To Water (Ex): Normal water inflicts 1d4 points of damage to a desert troll per vial, 2d4 damage per flask, and 4d4 points per full waterskin. Purified water (including holy water) causes double damage. If a decanter of endless water is aimed directly at a desert troll (this requires a successful ranged touch attack) and turned on the “geyser” function, it causes 25 points of damage per round to the troll.
Skills: Desert trolls are very alert receive a +4 racial bonus to Listen and Spot checks in desert surroundings.


The desert troll first appeared in the Monstrous Manual (1993).
 

BOZ's notes:

i wasn't sure if i should make the spirit troll of the Giant type, or maybe make it an Outsider or an Elemental. from the original text, it does seem to be a very terrestrial creature, so i went with Giant and the Air subtype. also, i wasn't sure what to call its special healing ability, and i couldn't think of anything better than "vampiric healing", which i don't like very much. got a better 3E term for me? :)

the Giant Troll got fast healing instead of regeneration, since it can't regrow limbs. i used scott's 2-headed troll as inspiration there.

d'oh! i forgot the CR's. giant should be 9, spirit should be 7, and desert should be 8. normal trolls, of course, are 5. think these CRs are too high or just fine?
 
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I'm useless when it comes to checking stats for critters, so I don't comment on monster write-ups very much. I will say that this covers some of the holes in the troll lineup. I really missed the giant troll, and thought for sure it'd be in Tome of Horrors. Thanks for the work!
 

Those trolls are very interresting and usefull, I like them.

I think I can use some of them to some extent in my next adventure, did I mention that I like them? :D
 

Not bad BOZman. I was always a bit patial to trolls.
As far as a good name for that ability goes I have no clue. Since it is a spirit troll maybe...Spirit Drain?
 



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