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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.