Monday, January 3, 2011

General Rules: Monsters - Troll, Sentry

Troll, Sentry (from Giant Lore)
Large Giant

Hit Dice: 7d8+42 (73 hit points)
Initiative: +2
Speed: 40 feet, climb 15 feet
Armor Class: 19 (-1 size, +2 Dexterity, +8 natural); touch AC 11, flat-footed AC 17
BAB/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6, piercing and slashing, 20 x2) or by weapon
Full Attack: 2 claws +9 melee (1d6+6, piercing and slashing, 20 x2) or by weapon and bite +4 melee (1d8+3, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 10 feet by 10 feet/10 feet
Special Attacks: Improved grab, pounce, rake 1d6+6
Special Qualities: Darkvision 60 feet, low-light vision, regeneration 3, scent, spell-like abilities
Saves: Fortitude +11, Reflex +4, Will +5
Abilities: Str 22, Int 11, Wis 16, Dex 14, Con 22, Cha 8
Skills: Listen +15, Spot +15, Jump +10
Feats: Combat Reflexes, Skill Augmentation (Listen and Spot)
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Special
Alignment: Always neutral evil
Advancement: By character class

These trolls look very similar to classic trolls, but are slightly less bestial. Their skin is darker and their feet are noticeably stronger and designed for gripping smooth surfaces. These creatures feel a racial need to protect an area or artifact and only allow passage once the proper conditions have been met.

Combat
Sentry trolls are just as deadly with their claws and teeth as normal trolls. Some sentry trolls prefer to use a weapon as some sort of badge of station, usually a Large quarterstaff or Huge halberd. They often confront and warn interlopers before attacking them outright, and as such may be deceived or bribed. A guileful or well-off traveler may find it challenging, but possible to get by a sentry troll without ever actually fighting it.

Improved Grab (Ex): To use this ability, the sentry troll must hit with its bite attack. If it gets hold, it can rake.

Pounce (Ex): If a sentry troll leaps upon a foe during the first round of combat, it can make a full attack action even if it has already taken a move action.

Rake (Ex): A sentry troll can make two rake attacks (+9 melee) against a held creature with its feet for 1d6+3 damage each. If a sentry troll pounces upon an opponent, it can also rake.

Regeneration (Ex): Acid and electricity deal normal damage to a sentry troll. If a sentry 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.

Spell-Like Abilities (Sp): Sentry trolls are imbued with strong magical powers to use in their duties. Three times per day - arcane lock, mage armor, hold portal, wall of force, animate object, glyph of warding, rock to mud, and see invisibility. These abilities are cast as a 12th level cleric (save DC 13 + spell level).

Skills: Sentry trolls have extremely strong legs and keen eyes and ears. They receive a +4 racial bonus to Jump, Listen, and Spot checks.

Sentry Troll Society
Sentry trolls feel an innate need to guard valuable objects or locations. As such, they are often located near bridges, caves, roadways, and other key travel points. The thing being guarded can be as simple as the other side of the bridge or as rewarding as a hoard of treasure. Because they make excellent watchdogs, sentry trolls are easily hired by others to protect an area, usually for a reward of nourishment, some baubles, and all the victims they can devour. On the rarest of occasions, it is possible to find a small family of sentry trolls who have remained together long enough to mate and have children. Usually, however, sentry trolls will not work together, viewing each other as rivals.

Sentry Troll Characters
Occasionally, sentry trolls will advance as fighters or rogues, but their favored class is cleric. They are usually devotees of one of the demon lords who hold sway over giant-kind.

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