Troll, Banshee (from
Mercenaries)
Large Giant
Hit Dice: 6d8+36 (63 hit points)
Initiative: +2 (Dexterity)
Speed: 30 feet
Armor Class: 18 (-1 size, +2 Dexterity, +7 natural); touch AC 11, flat-footed AC 16
BAB/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6, piercing and slashing, 20 x2)
Full Attack: 2 claws +9 melee (1d6+6, piercing and slashing, 20 x2) and bite +7 melee (1d6+3, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Spell-like abilities, rend 2d6+9
Special Qualities: Darkvision 90 feet, scent, regeneration 5
Saves: Fortitude +11, Reflex +7, Will +4
Abilities: Str 23, Int 7, Wis 9, Dex 14, Con 23, Cha 8
Skills: Listen +2, Spot +2
Feats: Cleave, Power Attack, Multiattack
Environment: Any land and underground
Organization: Solitary or gang (2 - 5)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 7 - 10 HD (Large)
A particularly fearsome breed of troll known as banshee trolls are famous for their wailing battle cry, which can terrify their foes.They are also capable of bursts of evasive action so effective they seem ethereal. These traits make banshee trolls useful as shock melee troops that can close quickly with the enemy and reduce their morale. In their natural element, they terrorize travelers and small settlements.
Banshee trolls speak Jattalaic.
Combat
Banshee trolls attack without fear or hesitation, but also without much subtlety. They charge straight at their opponents, trusting to their strength and their battle cry to carry the day.
Battle Cry (Sp): Up to three times per day, a banshee troll may utter its distinctive wail, which can inspire dread in those who hear it. When a banshee troll uses this ability, all creatures within 30 feet of it must make a DC 18 Will save. Those who fail suffer a -4 morale penalty to all subsequent Will saving throws, a -1 morale penalty to attack rolls, and a -1 morale penalty to Armor Class. This effect lasts 2d6 rounds.
Semi-Blur (Sp): Once per day, a banshee troll may perform evasive maneuvers so effective, it looks like a
blur. This effect behaves exactly like the spell
blur except that it lasts no longer than 5 rounds. Also, the banshee troll can only activate it during a round in which it moves and it ends on the first round thereafter in which it does not move, or in five rounds, whichever comes first.
Rend (Ex): If a banshee troll hits with both of its claw attacks in the same round, it gains a hold on its opponent's body and rips its flesh. This automatically causes an additional 2d6+9 points of damage.
Regeneration (Ex): As with other breeds of troll, only fire and acid cause normal damage to banshee trolls.
Home Three Worlds Monsters
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