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Trolls

Trolls can be found all over the world, these strange lumber brutes, are a plague and nuisance to all civilized races, fiercely dumb and just as brutal, these creatures posses little less than a base cunning to help them hunt, and trap unwary travelers. Trolls posses an incredible metabolic drive and regenerative abilities, causing them to feel what is almost akin to an eternal hunger, thus they are always in state of hunting, eating or sleeping.   But some trolls are smart enough to see the benefit in bargaining instead of outright killing for their food, in the old days they would often wait around bridges and mountain passes, and demand toll for passage or eat the travelers. But many such trolls now choose to work for their food instead in the big cities, using their raw strength and survivability to take on dangerous work in exchange for copious amounts of food.   Trolls are enormous humanoid creatures, though their descriptions varies greatly depending on what subspecies of troll it is, perhaps the biggest mystery of the troll is why there are so many so many of them, with the most regularly thesis being that they are originally creatures of the fey wilds.      

Mountain Trolls

Somewhat diminutive for a troll, mountain trolls or rather cave trolls have small legs and long strong arms, which they use for prolonged locomotion, given them a very truncated appearance. Mountain trolls are perhaps the dumbest of their kin, and most ill suited for a prolonged chase, instead, they utilize their strong senses and naturally stone like skin to blend in with the environment and launch devastating ambushes with their immense strength.   Mountain trolls as mentioned have incredibly tough skin, from which stone like protrusions spring from, perhaps owning to the almost all eating nature of trolls many speculate that they eat minerals which seems to harden their skin, making them very hard to take down and most firearms and traditional weaponry harmless to them.    

Swamp Trolls

Tall and powerful, with long limbs  that can carry them in the deep and swampy waters of their home, these trolls are particularly dangerous to encounter, as they move through the bog waters at an alarming rate towards their would be victims. It is quite common to see swamp trolls draped in the clothes of people they've killed or covering themselves with moss or vines.   Perhaps amongst the more intelligent type of trolls, they are often found to extort would be travelers, to bring them more food for safe passage or be devoured, and most know well enough to do so, lest it wont extend such an offer to the next traveler.   Swamp trolls are known to be somewhat social, making small makeshift habitats which they inhabit with a pod of other trolls and whatever servants and slaves they may keep, some pods even ritualistically scar themselves with fire to make distinguishing markings from other pods. It is not unknown that some swamp trolls make their way to local villages to work there in exchange for food, being able to comprehend the social contract, though most would still treat such a troll with great caution.     Swamp troll bile is a very potent acid, that can make short work of most metals, and their blood a viscous poison which they often coat their weapons, thus fighting a swamp troll is rarely an easy task, and to mention their monstrous regenerative powers.

Mountain Troll

Large , neutral evil
Armor Class: 19
Hit Points: 180
Speed: 30 ft , climb: 30 ft

STR

20 +5

DEX

8 -1

CON

23 +6

INT

6 -2

WIS

11 +0

CHA

8 -1

Skills: Perception +3.
Damage Resistances: Fire, Cold.
Senses: Senses: darkvision 60 feet, blindsight 20 feet, passive perception 13.
Languages: Sylvan.

Keen smell. the troll(mountain) has advantage on Wisdom (Perception) checks that rely on smell.   Regeneration. The troll(mountain) regains 20 hit points at the start of its turn. If the troll takes acid damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.   Unbreakable Skin. Any physical damage the troll(stone) takes is reduced by 5.   False Appearance. While the troll(mountain) remains motionless, it is nearly indistinguishable from a normal cave formation, and gains a +10 to it's stealth roll.

Actions

Multiattack. The Mountain Troll can make 2 attacks, one with it’s Climbing Talons and one with’s Sundering Club or 2 Climbing Talons.   Sundering Club. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21(3d10 + 5) Bludgeoning damage. A target hit by the attack must make a constitution saving throw of 16 or become stunned until the end of their next turn.   Climbing Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18(3d8 + 5) Piercing damage.   Stone Toss. Ranged Weapon Attack: +6 to hit, range (60/120)., one target. Hit: 27(4d10 + 5) Bludgeoning damage.

Swamp Troll

Large , neutral evil
Armor Class: 16
Hit Points: 150
Speed: 40 ft , swim: 30 ft

STR

18 +4

DEX

17 +3

CON

19 +4

INT

11 +0

WIS

13 +1

CHA

12 +1

Skills: Perception +3, Intimidation + 5, Stealth +5.
Damage Resistances: Acid, Fire.
Damage Immunities: Poison.
Senses: Senses Darkvision 60 ft., Passive Perception 13
Languages: Sylvan, and usually a common language of the region.

Keen smell: the troll(Swamp) has advantage on Wisdom (Perception) checks that rely on hearing.   Horrible Regeneration. The troll(Swamp) regains 40 hit points at the start of its turn. If the troll takes fire damage, this trait is reduced to 20 at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and has taken fire damage during the round.   Visious blood. When the troll takes damage, any creature within 5 feet of it takes 1d6 poison damage. The Troll can apply it’s poison to any weapon, dealing 1d10 poison damage and applies the poison condition for 1 hour, unless the target can succeed a constitution saving throw of 13 when taking damage from the poison.

Actions

Multiattack: The troll(swamp) can make 2 attacks, one with it’s fist and one with’s Acidic maw or 2 fist attacks.   Raking claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12(2d8 + 4) Slashing damage and 5(1d10) poison damage. A creature that takes poison damage from this attack must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour.   Acidic Maw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11(1d12 + 4) Piercing damage and 14(4dd6) Acid damage   Copious Vomit(recharge 5-6): Each creature in a 20 feet cone, must make Dexterity saving throw of 16, a creature takes 15(3d10) damage acid 10(2d10) poison damage on a failed save, or half as much on a successful one.


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