Troll
Trolls are brawny humanoids known for living in isolation or small family groups out in the wilderness. They turn to stone when exposed to sunlight, but turn back at dusk. They grow larger and uglier as they grow older, and age faster and faster each time they are petrified, so they prefer to remain hidden in caves and burrows during the day. Scholars suspect they originally hail from Hollow Earth but no one is certain. Trolls tend to be rude and crude and are rarely helpful to outsiders. They are also known for being able to eat anything, and have even cannibalized other humanoids who trespass on their territories. They are known for being tough and for healing quickly.
CREATURE TRAITS (15 XP)
- Types: Medium Organic Humanoid (Jotunn, Troll)
- Reach: 5 feet
- Speed: Land 30 feet
ATTRIBUTES (1 XP)
- +2 Con, -2 Int, +2 Str
LANGUAGES (0 XP)
- Starting Languages: Jotunn.
- Bonus Languages: Any except secretive languages such as Druidic.
INNATE ABILITIES (14 XP)
- Limited Regeneration (5 XP): Trolls have fast healing equal to half their level (rounded up) while their hit points are at half their maximum amount or lower. This ability does not function while they are suffering from any form of malnutrition (ex. exhaustion, fatigue, sleep deprivation, starvation, suffocation, thirst, etc.). This ability is also suppressed for 1 round if they take acid or fire damage or damage from a magical source. They can regrow lost body parts assuming the loss doesn't kill them, taking about 3d6 days to regrow it. If the body part is stitched or held to the stump, it reattaches and heals with only a long rest.
- Resistance (4 XP): Trolls have a +4 innate bonus to saves against disease and poison effects.
- Thick Skin (4 XP): Trolls have a +2 innate bonus to their Armor Rating.
- Nightvision (3 XP): Trolls have low-light vision and Darkvision.
- Sun Petrification (-5 XP): Trolls exposed to daylight make a Fortitude save every round DC20 + 5 per round of exposure, becoming petrified upon a failure. They remain petrified until no longer exposed to the sun. If exposed to dim sunlight or small rays of light, this causes them to become slowed on a failure instead, only risking petrification if already slowed. Petrified trolls that are destroyed or are petrified while already at venerable age do not come back to life upon being removed from daylight and remain stone forevermore.
- Thrasher (3 XP): Trolls have a bite attack dealing 1d4 piercing damage and Improved Unarmed Attack as an innate feat.
VARIANTS
N/A
ADDITIONAL ABILITIES
Trolls begin with their innate traits and can gain additional traits from the following list as feats.
CRUSH
Treat your innate weapons as having hardness 5 + Str or Con (whichever is better) for the purposes of determining blocking with them and breaking items.
CLAWS (1 XP)
Prerequisites: Naga.
Benefits: You gain a claw attack dealing 1d4 slashing damage.
BIG (3 XP)
Prerequisites: Troll, Str 13.
Benefits: You can use an action and 1 mp/level to increase your physical might for 2 hours. During this time, you are treated as large size for the purposes of determining carrying capacity and combat maneuvers you make and those made against you. If this is taken a second time, you are also able to wield items as if you were large during this time. If taken a third time, you become large, lose the special action and retain all the benefits of being large permanently including +5 feet of reach, +1 damage die to all innate weapon attacks, +2 size bonus to strength score, brawn, fortitude, and parry and -2 size penalty to dexterity score, stealth, dodge, and reflex.
GRUNG AND SASS (2 XP)
Trolls aren't particularly charismatic, but they are known for making snarky remarks and mumbling in just the right way as to maximize how offensive their speech is. When a troll attempts an Intimidate roll they can also make a free Perform (comedy) or (oratory) roll and vice versa. If the Intimidate roll succeeds, they successfully demoralize a target. If the perform roll succeeds, they successfully grant allies a bonus to attack rolls against the target for as long as they remain demoralized. As a full-round action troll can attempt to use this effect on ALL possible targets that hear and see what them. However, if they do, the demoralized foes gain the effects of the Rage spell for the duration of being demoralized and advantage on their first attack roll against the troll that demoralized them if made within this duration.
SCENT
IMPROVED REGENERATION
GREATER REGENERATION
ROCK SKIN: Gain +4 innate armor but vulnerability to adamantine.
ROCK TROLL
Prerequisits: Rock skin
Benefits: You gain earth subtype becoming a primal spirit creature.
FILTHY
You gain Stinking Cloud as innate biotic power but can only target yourself as the center of the area. You're immune to your own stench and the stench of others of your same kind but not stench from other sources.
UNSPEAKABLE FILTH
Prerquists: Filthy, Rock Skin, Rock Troll.
Benefits: You gain limited immortality as an embodiment of filth and always have an aura of your Stinking Cloud around you only 5-foot aura. However, soap adn other cleaning products deal damage to you as if they were strong acids like an alchemist acid flask. Soapy or clean water functions as total submersion in acid. However, you gain Corrupt Water as an innate magical power.
Ability RP Notes / Adjustments
CLAWS 1 +1d4 slashing claw is minor. 1 RP is fine.
BIG 3 Variable scaling makes this very strong at later levels (size bonuses, +5 reach, +2 STR/Con, -2 DEX, etc.). Could exceed 6 RP in combination.
GRUNG AND SASS 2 Free Perform with Intimidate is situational; RP is reasonable.
SCENT not listed Scent is usually 2�“3 RP depending on limitations.
IMPROVED REGENERATION / GREATER REGENERATION not listed These are extremely strong; likely 5�“6 RP each.
ROCK SKIN not listed +4 AC but vulnerable to adamantine. 4�“5 RP is reasonable.
ROCK TROLL not listed Earth subtype + primal spirit is situational. 2�“3 RP.
FILTHY not listed Stinking Cloud as innate centered on self is minor situational. 2 RP.
UNSPEAKABLE FILTH not listed Essentially permanent aura + damage vulnerability + innate power. Very strong; easily 6+ RP if used optimally.