Troll
- Rating
- 4
- Type
- Humanoid
- Size
- Large
Trolls are a living argument against the idea that wounds matter. Their bodies regenerate with terrifying speed. The only reliable way to stop a Troll is fire or acid, which disrupt the magical regeneration that sustains them. Many an adventuring party has learned this lesson the hard way.
| Fight +4 | Reflex +2 | Perception +2 | ||
| Might +4 | Fortitude +4 | Stride +2 | ||
| Physical Defense 4 | Elemental Defense 1 | AP 3 | Move 10m | |
| Physical Stress 10 | Mental Stress 3 | Consequences Mild, Moderate, Severe |
Attacks
-
Claw (Fight +4, 1 AP) — 1d8 + 6 slashing damage.
-
Bite (Fight +4, 1 AP) — 1d12 + 6 piercing damage.
-
Multi-Claw (2 AP) — Makes two Claw attacks against the same or different targets.
Special Abilities
-
Regeneration — At the start of each of the Troll’s turns, it recovers 2 Physical Stress points. Does not function on turns where it took fire or acid damage.
-
Fire & Acid Vulnerability — Takes double damage from fire and acid. Regeneration does not function while burning or coated in acid.
-
Troll Stench — Creatures starting their turn adjacent to the Troll make Fortitude vs 3 or suffer -1 to attack rolls until they move away.