Previews04/13/2003


Excerpt: Trolls of the Unapproachable East



Reviled and loathed throughout Faerûn, trolls are all too common in the Unapproachable East, especially along the shores of Lake Ashane, in the mountains of Thesk, and across the windswept North Country of Rashemen. Three distinct varieties not widely known in other lands plague the East: the fell troll, the ice troll, and the mur-zhagul (or demon troll).

Fell Troll Ice Troll Mur-Zhagul
Huge Giant Large Giant (Cold) Large Outsider (Evil, Native)
Hit Dice: 16d8+112 (184 hp) 5d8+25 (47 hp) 9d8+72 (112 hp)
Initiative: 0 2 3
Speed: 40 ft. 20 ft. (scale mail); base 30 ft. 30 ft.
AC: 19 (-2 size, +11 natural), touch 8, flat-footed 19 23 (-1 size, +2 Dex, +6 natural, +4 scale mail, +2 large shield), touch 11, flat-footed 21 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: 12/31 3/13 9/18
Attack: Claw +21 melee Warhammer +8 melee, or claw +8 melee Claw +17 melee
Full Attack: 2 claws +21 melee and 2 bites +19 melee Warhammer +8 melee, or 2 claws +8 melee and bite +3 melee; or spittle +4 ranged touch 2 claws +17 melee and bite +12 melee
Damage: Claw 2d4+11, bite 2d6+5 Warhammer 1d10+9, claw 1d6+6, bite 1d6+3, spittle 1d4 cold Claw 1d6+7, bite 1d8+3
Face/Reach: 15 ft./15 ft. 10 ft./10 ft. 10 ft./10 ft.
Special Attacks: Rend 4d4+16 Freezing spittle Rend 2d6+10, spell-like abilities
Special Qualities: Darkvision 90 ft., double mind, regeneration 10, scent Cold subtype, darkvision 90 ft., regeneration 4, scent Acid and fire resistance 10, darkvision 90 ft., regeneration 10, scent, SR 20
Saves: Fort +17, Ref +5, Will +7 Fort +9, Ref +3, Will +3 Fort +14, Ref +9, Will +9
Abilities: Str 32, Dex 11, Con 24, Str 22, Dex 15, Con 21, Str 24, Dex 16, Con 26,
Int 7, Wis 11, Cha 8 Int 9, Wis 10, Cha 8 Int 10, Wis 13, Cha 9
Skills: Listen +11, Search +2, Spot +12 Listen +4, Spot +4 Climb +19, Concentration +11, Hide +11, Jump +19, Listen +13, Move Silently +12, Search +12, Spot +13, Survival +10
Feats: Alertness, Cleave, Iron Will, Multiattack, Power Attack, Track Iron Will, Track Iron Will, Power Attack, Track, Weapon Focus (claw)
Climate/Terrain: Any cold land Cold hill and mountains Any land
Organization: Solitary or gang (2-4) Solitary or warband (3-12) Solitary
Challenge Rating: 14 4 10
Level Adjustment: -- 5 8
Treasure: Standard Standard Standard
Alignment: Always chaotic evil Always chaotic evil Always chaotic evil
Advancement: By character class By character class By character class

Fell Troll

Standing taller than a hill giant, the two-headed fell troll is the largest of its horrid kind. Like any troll, it is a voracious meat-eater that delights in gorging itself on human prey, but it will devour anything that moves when humans aren't around.

A fell troll is more than 15 feet tall and weighs about 5,000 pounds. Its hide is thick and rubbery, a mottled moss-green and gray color with knobby protrusions, especially on the shoulders and back. Its lank, fleshy hair writhes of its own accord, and its maw is filled with large, sharp fangs. Like its lesser kin, the fell troll has a hunched, ungainly posture, with long arms that sometimes brush the ground as it walks.

Fell trolls speak Giant.

Combat

A fell troll's tactics are simple. It bounds up to some unlucky soul and does its best to tear the victim limb from limb.

Rend (Ex): A fell troll that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 4d4+16 points of damage.

Double Mind (Ex): Having two heads, fell trolls are difficult to charm, confuse, or otherwise deceive with magic. A fell troll makes two saving throws against any spell or effect calling for a Will save and uses the better of the two results.

Regeneration (Ex): Fell trolls take normal damage from fire and acid. If a fell 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.

Scent (Ex): A fell troll can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills: A fell troll's two heads grant it a +2 racial bonus on Listen, Spot, and Search checks.

Ice Troll

Inhabitants of the frozen north, ice trolls are clever and malicious. Like other trolls, they devour humans, dwarves, and other humanoids. Unlike the rest of their foul ilk, ice trolls are skilled armorers and weaponsmiths who craft large and deadly weapons to use in combat.

An ice troll stands about 8 feet tall and weighs around 400 pounds. Its gelid skin is a sickly, translucent white, and pale blood can be seen coursing through veins just below the surface. It has a stoop-shouldered posture and long arms that end in icy claws. Ice trolls favor armor made from the scales of remorhazes or white dragons.

Ice trolls speak Giant.

Combat

Ice trolls often begin a fight with a blast of their freezing spittle before wading in to bludgeon their foes with a big, heavy melee weapon. At any moment, an ice troll might cast away weapon and shield to sink its frigid claws into warm-blooded prey.

Freezing Spittle (Su): Three times per day, an ice troll can spit a disgusting glob of frigid slime with a range of 20 feet. The troll must make a ranged touch attack to hit. The target takes 1d4 points of cold damage and must succeed at a Fortitude save (DC 17) or be nauseated for 1 round. The saving throw is Constitution-based. An ice troll sometimes uses its freezing spittle to extinguish a flame carried by its enemies, such as a lantern or a torch. In this case, the spittle deals no damage to the target, and the bearer may attempt to negate the effect with a Reflex save (DC 17). The saving throw is Constitution-based.

Cold Subtype (Ex):An ice troll is immune to cold damage. Ice trolls take a -10 penalty on saving throws against fire attacks. If a fire attack does not allow a saving throw, the ice troll automatically takes double damage instead.

Regeneration (Ex): Ice trolls take normal damage from fire and acid. If an ice 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.

Scent (Ex): An ice troll can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Mur-Zhagul (Demon Troll)

Mur-zhaguls are planetouched creatures descended from the mingling of trolls and demons, much as a tanarukk is descended from orcs and demons. They combine the feral voraciousness of their troll ancestors with the supernatural malice and cunning of their fiendish blood. Demon trolls often live among gangs or bands of normal trolls and usually rise to their leadership.

A mur-zhagul bears a strong resemblance to a normal troll, but its skin is a mottled red-orange and tends to be scaly rather than warty. Its head is hairless and its ears are long and pointed. It has a prominent pair of tusks, and a light of hellish glee dances in its fearsome eyes.

Mur-zhaguls speak Common, Giant, and Infernal.

Combat

Demon trolls are clever enough to wield weapons and armor if they so choose, but most prefer to rip their prey apart with their bare hands.

Rend (Ex): A mur-zhagul that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.

Spell-Like Abilities: At will -- burning hands, darkness, detect good, jump; 3/day -- deeper darkness, invisibility, protection from good; 1/day -- haste. These abilities are as the spells cast by a 9th-level sorcerer (save DC 9 + spell level).

Regeneration (Ex): Unlike their mundane kin, mur-zhaguls have little fear of acid or fire but take normal damage from holy weapons or blessed weapons of at least +2 enhancement. If a demon 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.

Scent (Ex): A mur-zhagul can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

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