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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.