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Troll, War Large Monstrous Humanoid Hit Dice: 12d8+84 (138 hp) Initiative: +7 Speed: 30 ft. in breastplate (6 squares); base speed 40 ft. Armor Class: 31 (-1 size, +14 natural armor, +5 breastplate, +3 Dex), touch 12, flat-footed 28 Base Attack/Grapple: +12/+22 Attack: Masterwork greatsword +23 melee (2d8+15/19-20) or masterwork composite longbow (+10 Str bonus) +15 ranged (2d6+10/3) Full Attack: Masterwork greatsword +23/+18/+13 melee (2d8+15/19-20) and bite +19 melee (1d6+5); or 2 claws +21 melee (1d8+10) and bite +19 melee (1d6+5); or masterwork composite longbow (+10 Str bonus) +15/+10/+5 ranged (2d6+10/3) Space/Reach: 10 ft./10 ft. Special Attacks: Dazing blow Special Qualities: Damage reduction 5/adamantine, darkvision 90 ft., low-light vision, regeneration 9, scent, spell resistance 20 Saves: Fort +13, Ref +11, Will +12 Abilities: Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 10 Skills: Listen +11, Spot +12 Feats: Alertness, Improved Initiative, Iron Will, Multiattack, Weapon Focus (greatsword) Environment: Any Organization: Solitary, pair, or gang (3-9) Challenge Rating: 12 Treasure: Standard (including masterwork greatsword and masterwork composite longbow [+10 Str bonus]) Alignment: Usually lawful evil Advancement: By character class Level Adjustment: +6
This hulking creature stands upright. Although it has the feral features of a troll, its rubbery green skin has a dark, metallic tinge and it wears substantial armor. The creature holds a greatsword with ease and is clearly a skilled warrior.
These intelligent and dangerous creatures were bred specifically for war. Never without their weapons and armor, war trolls know nothing of peace, only the chaos of constant battle. They typically travel from battle to battle in mercenary bands. Like forest trolls (see page 179), they are capable of sophisticated tactics that most other trolls cannot match.
Although they are now a separate variety of troll, war trolls were once ordinary trolls of unusual strength and intelligence. Gathered together by a powerful cabal of arcane spellcasters, these trolls were magically engineered and augmented. They were then bred to produce soldiers of incredible power.
War trolls have a great love of magic weapons and armor, and they actively seek such equipment if it is properly sized for their frames. A typical war troll is 9 feet tall and weighs about 700 pounds.
War trolls speak Giant.
COMBAT
Unlike their troll kindred, war trolls are precise and methodical in combat. They trust their regenerative abilities to see them through a fight against even powerful warriors, so they focus their attention on spellcasters early in any skirmish.
Dazing Blow (Ex): The force of a war troll's blow can be overwhelming. If a war troll hits with a weapon or claw attack, the opponent must make a DC 25 Fortitude save or be dazed for 1 round. The save DC is Constitution-based.
Regeneration (Ex): Unlike with their lesser cousins, acid (not fire) deals normal damage to a war troll. If a war troll loses a limb or a body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump.
War Troll Mercenaries
War trolls often gather together in mercenary companies. Although their unruly nature and sheer power makes these mercenaries difficult to control, few armies can stand against them, and they command premium prices. A mercenary soldier (an ordinary war troll) will not sign on for less than 30 gp per day, and a war troll sergeant (4th-level fighter) requires 75 gp per day.
War Trolls in Eberron
War trolls commonly reinforce Darguul and Droaamite infantry units. War troll mercenaries also saw battle during the Last War, fighting alongside the armies of Breland and Cyre against the armies of Thrane and Karrn'ath, respectively.

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