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Trol

 

 

 

 

 

 

 

 

 

Hit Dice: 6d8+12 (39 hp)

Initiative: -1 (Dex)

Speed: 30 ft.

AC: 19 (-1 size, -1 Dex, +5 natural, +4 chain shirt, +2 large wooden shield)

Attacks: Large Longsword +10/+5 melee; or Large Shortspear +4 ranged

Damage: Large Longsword 2d6+5; or Large Shortspear 1d10+5

Face/Reach: 5 ft. by 5 ft./10 ft.

Special Qualities: Darkvision 60'

Special Attacks: Trols may cast these spells 1/day: Daze, Detect Magic, Read Magic, Cause Fear (DC 12) as a 6th level sorcerer, or their level, whichever is greater.

Saves: Fort +7, Ref +1, Will +5

Abilities: Str 21, Dex 8, Con 14, Int 10, Wis 10, Cha 13

Skills: Concentration +4, Craft +3, Climb +6, Knowledge (Arcane) +5, Listen +3, Spot +3

Feats: Weapon Focus (longsword), Power Attack

Climate/Terrain: Any land, aquatic, and underground

Organization: Solitary, pair, family (2-6) or band (5-8)

Challenge Rating: 5

Treasure: Standard

Alignment: Usually chaotic evil

Advancement: By character class (most often as sorcerer and/or fighter)

Trols speak Giant, Common and Alfar

Trols, other than their name and great size, have nothing in common with standard trolls. They do not regenerate or have the raw fighting prowess of trolls, but they are more intelligent warriors and have arcane powers that make them formidable foes.

Trols greatly resemble ogres physically, being rather ugly and giantish in stature. Stare one in the eye though, and you instantly know a trol from a ogre. Trols are far more intelligent and magically adept than ogres (although only rare trol individuals rival the power of ogre magi). It's easy to mistake one for an ogre at a distance, except they tend to be better dressed and their equipment is always in good order.

They dress and make war much like their Alfar enemies, favoring chainmail and the roundshield for defense. Trols often wield longswords and may throw spears as ranged weapons before joining combat. They often use their magic to break up any organized defense.

Some few trols, while still not beautiful, possess vast inner power and great intellect. Trols are sometimes magically gifted — some become mighty sorcerers, but these trols are even more reclusive than the less gifted of their kind.

It's never wise to underestimate a trol. Unlike their dim-witted cousins, they do not rush headlong into combat. They usually have a plan of some kind.

Trols are almost always solitary, unless accompanied by a mate. They sometimes are encountered in small family units. A familyof trols consists of a mated pair and a number of offspring. (Treat trol toddlers as orc and adolescents as bugbears.) Very rarely a larger group of trols will band together for a common goal, such as a season of raiding.

Trows (Aquatic Trol)

Apart from their habitat, speed (swim 40 ft.), and their penchant for longspears (attack +10/+5 melee, damage 1d8+7), they are identical with their landbound cousins.

 


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— Atrribution

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