Troll

Chris Van Deelen

No. Enc: 1
Alignment: Neutral
Movement: 90’ (30’)
AC: 5
HD: 16-50
Attacks: 2 bashes, 1 bite or one rock hurled
Damage: See below
Save: L16-20
Morale: 6
Hoard Class: Incidental

Trolls have been part of mythology since time since before mankind began to keep records of their history. It is said that even in the years preceding the final wars that in remote parts of Norway and surrounding countries  that these beasts existed, always staying hidden and away from civilization.

Of course no one can prove this to be true or not, but in the many decades that followed the end of the final wars, creatures similar to these mythological beasts were said to show up in the forests, mountains and tundra of the northern countries. Most likely they are merely mutant humans, but there are those who have to wonder.

The average specimen is quite tall, typically around ten feet in height, although some old creatures have grown to truly monstrous sizes, reaching fifty feet or more in height. The creatures are covered with a thick coat of fur, which protects them from the extreme cold that often accompanies winter in these northern climates. The end result is that these creatures are completely immune to cold, including attacks and any effects.

As it is, the creatures are not very intelligent – they’re about as bright as a dog. They have no language, and live by instinct alone.  It is almost impossible to tell the difference between the sexes, as both are huge, hairy and ugly as sin, having a face that even a mother couldn’t love. They do get together in the deep of winter every couple of years to mate. The females gestate for 18 months before giving birth to a single infant. The child then lives with the mother until it reaches sexual maturity around the age of twenty. It will then leave the mother and find territory of its own. This is the only time that more than one of these creatures will ever be encountered.

For the most part these creatures are solitary and live alone in the wilderness, avoiding contact with other humanoids. Occasionally however they will venture out of their habitats but only under very specific circumstances. This will occur if food happens to be scarce, or if they are diseased.

When they are engaged in combat, the creatures will smash targets with their huge fists. If they are hungry or possibly diseased, they will attempt to grab at the target, having a base strength of 20, and it increases by 2 for every two feet of height. So a monstrous creature with a height of 50 feet will have strength of 45 for grappling purposes.

The damage from the bash starts as 1d6+3d6 and increases by an additional 1d6 for every five feet of height, so a monstrous 50 foot version will do 11d6+3d6 damage with the bash. The damage for the bite is likewise tiered, starting at 1d8+3d6 for the average creature, and increasing by 1d8 for every 5 feet of height.

For creatures over twenty feet in height, they will swallow a target whole on a 19-20 with the bite attack The creature has to be humanoid sized or smaller, but this will increase to large once the monster has reached at least 30 feet in height. Swallowed creatures will take 3d6 acid damage per round, and can only escape by cutting their way out with edged weapons. They must inflict at least 50 points of damage to escape the gullet of these monsters.

They can also attack using rocks or boulders, hurtling them at great distances (100 feet for every 10 feet in height). The base damage starts at 3d6 and increases by 1d6 for every 5 feet in height.

Despite being so large and dangerous, they have one serious vulnerability. Like their mythological counterparts, they turn to stone, instantly killed whenever they are exposed to ultraviolet radiation. The sun kills them instantly, and as such they are perfectly tuned to the cycle of day and night and always have a cave or ruins where they can hold up during the day.

Weapons that use UV radiation cause them to make a saving throw versus death or be turned to stone instantly. This saving throw is modified by -1 for every dice of damage the weapon inflicts. So if a UV laser does 5d6 damage, then the saving throw is at a -5.

As stated, these beings only leave their territory when food is scarce, or if they are diseased. Any type of disease drives these creatures insane, and they will actively hunt prey, no matter the type, until the disease has passed or they are killed.

Mutations: Gigantism, increased physical attribute (strength), immunity (cold), thermal vision, vulnerability (UV radiation)

Source: Troll Hunter (2009)