Thoul

Wilbur, methinks that troll don’t want yer toll; ‘e wants yer soul!

Thoul
Size/Type: Large Undead Giant
Hit Dice: 7d12+36 (83 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+16
Attack: Claw +9 melee (1d6+6 plus paralysis)
Full Attack: 2 claws +9 melee (1d6+6 plus paralysis) and bite +4 melee (1d6+3 plus paralysis)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, ghoul fever, paralysis
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent, undead traits, +2 turn resistance
Saves: Fort +11, Ref +6, Will +8
Abilities: Str 23, Dex 14, Con Ø, Int 6, Wis 9, Cha 6
Skills: Listen +3, Spot +4, Balance +3, Climb +3, Move Silently +4
Feats: Alertness, Iron Will, Multiattack
Environment: Cold mountains, warm swamps
Organization: Solitary or gang (2-4)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-10 HD Huge
Level Adjustment: –

A Thoul is a troll which has become a ghoul. Thouls walk upright but hunched forward with sagging shoulders, and drag their feet slightly. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are somewhat agile.

A typical adult thoul stands 8 feet tall and weighs 400 pounds. Females are slightly larger than males. A thoul’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.

Thouls speak Giant, though barely intelligibly.

Combat

Thouls try to attack with surprise whenever possible, for instance from behind cover. Once engaged, thouls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Rend (Ex): If a thoul 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.

Regeneration (Ex): Fire and acid deal normal damage to a thoul. 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.

Ghoul Fever (Su): Disease—bite, Fortitude DC 14, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

Paralysis (Ex): Those hit by a thoul’s bite or claw attack must succeed on a DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.


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Stone Troll

Stone trolls keep their hearts on frigid islands in the middle of fjords and other hard-to-reach places. They can only be killed, or reasoned-with if you bring them their hearts back.

Unfortunately for them, they live lonely lives of solitude because every living being they gaze upon turns to stone, even loved ones. It is this that creates the cold place where a warm heart belongs. Bring a stone troll his heart and he will be grateful, as well as stop turning everyone to stone.

Stone Troll
Size/Type: Large Giant
Hit Dice: 6d8+36 (63 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, +9 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6)
Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3) or rock +9 ranged (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, Petrifying Gaze
Special Qualities: Darkvision 90 ft., low-light vision
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 12, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5

Stone trolls walk upright but because of their lonely depressions, are hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. Stone trolls are not nearly as agile as their brethren, though they are rather strong, able to hurl boulders and former foes encapsulated in stone.

A typical adult stone troll stands 8 feet tall and weighs 1,000 pounds. Females are very rare and are slightly smaller than males. A stone troll’s rocky underbelly is a limestone white, and the rest of the body is a granite gray. The hair is usually greenish black or iron gray, and has the consistency of a clump of sticks.

Stone trolls speak various giant tongues, especially stone giant but also some hill or frost giant, depending on where they have spent most of their time. Their gaze does not effect giants (except other stone trolls), so they are the only creatures that stone trolls often communicate with.

Combat

Stone trolls have no fear of death: They launch themselves toward combat without hesitation, often gazing into the eyes of their prey. They even have no fear of fire, they try to get around the flames and attack.

Rend (Ex)
If a 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.

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 16 negates. The save DC is Charisma-based.


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Creature: Marsh Troll Ranger (CR 6)

Marsh Troll Ranger (CR 6)
CE Large Male Troll Ranger 1

Init: +2
Senses: Darkvision 90′, Lowlight Vision, Scent
Listen +5, Spot +6

AC: 20 (-1 size, +2 dex, +5 natural, +4 armor), touch 11, flat-footed 18
HP: 90 (7d8+42)
Fort: +13 Ref: +6 Will: +3

MV: 20 ft.
Base Attack: +5 Grapple: +15
Attack: Claw +10 (1d6+6) or bow +7 (2d6+3) [+1/+1 under 30ft]
Full Attack: 2 Claws +10 (1d6+6) and bite +5 (1d6+3) or bow +7 (2d6+3) [+1/+1 under 30ft]
Space/Reach: 10ft/10ft
Special attacks: Rend (2d6+9)

Abilities: Str: 23 (+6) Dex: 14 (+2) Con: 23 (+6) Int: 10 Wis: 9 (-1) Cha: 6 (-2)
Feats: Alertness, Iron Will, Track, Point Blank Shot
Skills: Craft (trapmaking) +1, +6 Hide, Listen +5, Spot +6, +0 Survival

Gear: Hide Armor, Large Composite Longbow (+3 Str), Rope Arrows (10), Arrows (20), Dagger
SA: favored enemy (humanoid: human), Track, Wild Empathy, Regeneration 5 (fire and acid deal normal damage)

Rend (ex): If the 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.


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