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Trolls

In the Fractured Skies, trolls are huge fur-covered multi-armed gorilla men created by a strong confluence of elemental energy and a bolt of lightning. Trolls are beings of hunger and primal savagery, although the eldest trolls temper those emotions with patience and cunning. Trolls boast an incredible healing factor, and are able to regenerate whole limbs if severed or even return from the dead.   Trolls in the Fractured Skies are not vulnerable to fire, but rather, are weak to cold and acid damage. Damage of these types temporarily stops their ability to rapidly heal, and if subjected to those elements while dead, prevents them from resurrecting.

Basic Information

Anatomy

Trolls are tall, bipedal humanoids that blend human and gorilla features. They are covered in green or blue moss-like fur that smells of body odor and decay. Under that fur is a thick rock-like hide that is extremely resistant to physical trauma. They have glowing yellow and large eyebrows. They have no visible nose, ears, or genitalia. They have two prominent tusks that protrude from their lower jaw, which grow longer and longer as they age.   Trolls stand roughly 3 meters tall, with wide broad shoulders, and lanky, but muscular, limbs. They generally have two legs and a variable amount of arms. Trolls grow additional arms, sprouting a new pair every two decades. The maximum amount of arms most trolls can grow is six, but there are some exceptional specimens which can grow eight or even ten. These additional arms allow them to attack more second to second, as well as increasing their physical might with every additional limb.

Genetics and Reproduction

Trolls do not reproduce like natural creatures. They are created when a moss covered rock is struck by lighting. The size of the rock doesn't matter, as the ravenous newborn troll attacks any living thing it can find and devours them, followed by a period of rapid growth.

Growth Rate & Stages

As trolls grow older, they become much wiser. Whether this is simply a result of experience or a biological process is unknown, but with time, trolls begin to display more complex behavior, better problem solving skills, and a greater understanding of their own capabilities and limits. Older trolls have even been observed using tools and weapons taken from fallen foes.    This development makes older trolls infinitely more dangerous than younger trolls. Not only do they know when not to pick a fight, they also learn when to best attack victims to maximize their chances at scoring an easy kill. These trolls are also more likely to simply take a single victim from a larger party before fleeing into the wilderness, rather than risking an attack on a potentially fully armed party of adventures. Additionally, some ancient trolls have even been observed producing druidic magic, further expanding their already impressive physical abilities with arcane enhancement.    Mechanically, this is represented by giving trolls an additional two points in wisdom for every 30 years that they've been alive. There is not limit to this growth, although once they pass 120 years of age, they only grow 1 point in wisdom for every additional 30 years they live.

Ecology and Habitats

Trolls can appear on any island with earth and water Source Crystals influencing the environment. They are admittedly a little more common on islands that have storms more regularly.

Dietary Needs and Habits

Trolls are primarily carnivores, and generally survive mainly on meat. However, trolls treat fruit and barriers like candy, and sometimes carry them around in hide sacks where they ferment and become alcoholic. Despite their size, trolls are complete lightweights when it comes to drinking, and a little alcohol can leave them completely incapacitated.

Biological Cycle

In warmer months and climates, trolls tend to shed their layer of mossy fur, revealing layers of flabby gray-slate skin. During colder seasons and in chillier climates, their hide grows thicker and more resistant to the cold.

Additional Information

Perception and Sensory Capabilities

Trolls have excellent night vision and highly developed olfactory senses.

Civilization and Culture

Naming Traditions

Trolls generally don't take names until much later in life, generally two to three decades on, as their sense of self begins to grow in addition to their intelligence. When they do take names, they "take" them. Trolls will ask the names of creatures that they kill, and collect them as a bizarre badge of honor. In this way, trolls who have been around for awhile have quite long names taken from dozens of victims.
Lifespan
Unknown, but assumed to centuries if not millennia.
"So... what's your name?"   "Marco John Elizabeth Spitfire Samson Yamato John John Lynda Govro Duku Sam Smibble Yevin Chell Alyo Snow Tom Weasel."   "*gulp* Oh fuck."

Troll CR: 5

Large giant, chaotic evil
Armor Class: 15 (Natural Armour)
Hit Points: 84 hp 8d10+40 8d10+40
Speed: 30 ft

STR

18 +4

DEX

13 +1

CON

20 +5

INT

7 -2

WIS

9 -1

CHA

7 -2

Skills: Athletics +10, Perception +2, Survival +2
Damage Vulnerabilities: Acid, Cold
Damage Resistances: Fire
Senses: Darkvision 60ft., Passive Perception 12
Languages: Giant
Challenge Rating: 5

Special Features

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.   Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or cold 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.   Lots of Limbs. The troll gains an additional two claw attacks in their multiattack for each extra set of arms they have. Determine how many arms they have ahead of time. If they have 3 or more sets, increase their CR by 1. You may choose the number of additional sets of arms yourself or roll 1d4-1 1d4-1 if you would like to leave it to fate.   Alcohol Intolerance. Trolls are infamous lightweights and cannot handle even a small amount of alcohol. After consuming any amount, they become incapacitated for 1d4 hours 1d4 after 1d10 turns 1d10

Actions

Multiattack. The troll makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +7 1d20+7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) 1d6+4 piercing damage.   Claw. Melee Weapon Attack +7 1d20+7 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) 2d6+4 slashing damage.

Giant humanoids born of elemental magic, these primal hunters use their superior strength to kill lesser prey, and rely on their regenerative powers to keep them alive.

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