'berserker' Hill Troll

(Generated 118 times)
Namelist None
Tags
Rank Skilled
Race Troll, Mountain
Cult rank None
Notes Note: INT is INS, if you want a INT equivalent roll 1d6+2 Trolls can add their size to their strength for carry purposes (this allows them to carry two 200kg ponies) Hill Trolls are quite tall (at 9' to 12' tall). Their arms are longer than other Trolls (sometimes even dragging the ground). They have long, stringy hair that grows far down their back and under their arms. The only clothing they wear consists of simple cloaks made from animal hides. Their skin is covered with abrasions and scratches that never seem to heal. Hill Trolls seem to be a cross-breed between Cave Trolls and Forest Trolls. Hill Trolls live an average 300 years long. During their long life, they will live in small communities (3-30) in shallow caves found in rolling hills. Over a period of 10 years, 15-20 Trolls will be born to a tribe. Hill Trolls are hunters. They thrive on the rich wild life found in the rolling hills. Unfortunately, this often includes various other races, such as Gnomes, Dwarves, and Humans. However, they are limited to hunting during the twilight hours just before dark, just after dawn, or during the night time hours. During daytime, they are at Hard to all actions. In addition, they are temporarily blinded if ever exposed to direct sunlight (Herculean to all actions for as long as in the direct sunlight). These Trolls do not often use crafted weapons (relying instead on their natural weaponry—claws and fists). This is usually because Hill Trolls lack the ability to make such weapons. When they do use a weapon, it is one they have taken from a previous victim. For ranged combat, these Trolls can hurl rocks up to 100' away. Hill Trolls are immune to naturally occurring heat and cold. In addition, they take half damage from all heat and cold attacks. Also hill trolls are so naturally tough any damage that goes through their rocky hide is reduced by 3 points, to minimum of 0. Once started in a fight he will not stop until either he or his victim is dead. He has been scolded many times by his masters for bringing in dead victims, but his intellect is too dim to fully understand their instructions, and when he is earnestly engaged in a battle his feeble mind is so completely occupied that Caldamir and Eldamir can't reach him with their spells. This trait has forced him more than once to find temporary shelter away from his lair because he was just ending a battle as sunrise neared. Troll #2 likes to use a large, spiked club when he is hunting. As he attacks, he swings it mostly up and down, attempting to smash his opponent or prey. One can best approach him by constantly moving side to side. All three Trolls will be roaming about at night in search of food, and will attempt to capture alive anyone who might be of use to Caldamir and Eldamir. All three Trolls will rush to the aid of a fellow Troll who is in need of help with his prey. As sunrise nears, barring unusual circumstances, all of them will be heading back to their lairs; adventurers can follow them then to discover the whereabouts of the base of operations for the servants of Evil.
Creatorskarza
Stats
STR 2d6+24
CON 3d6+15
SIZ 2d6+31
DEX 2d6+4
INT 2d6+3
POW 2d6+4
CHA 2d5
D20Hit locationArmor
01-03 Right leg 3
04-06 Left leg 3
07-09 Abdomen 3
10-12 Chest 3
13-15 Right Arm 3
16-18 Left Arm 3
19-20 Head 3
Attributes
Movement 8
Natural armor Yes

Non-random features

ListFeature
Ability ***Formidable Natural Weapons*** - Can actively parry or deflect attacks using its natural weapons. (RQ6: pg 312-316)
Ability ***Frenzy*** When wounded or exposed to a particular substance Willpower roll or enter a frenzy. Duration = CON rounds. Combat actions only on attack or move towards combat - no spells, parries,evades. No fatigue, immune to mental control, no detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.Press Advantage has no effect on it. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted.

Standard skills

Athletics STR+DEX+4d6 Brawn STR+SIZ+6d8+20 Endurance CON+CON+5d8+20
Evade DEX+DEX+10 Perception INT+POW+3d6+20 Unarmed STR+DEX+6d6+20
Willpower POW+POW+3d6+20

Custom skills

Custom skill

Combat styles

Troll smash!!STR+DEX+2d6+25

Weapon options

1-handed weapons

Amount: 2
Claw swipe (1000)
Troll Bash (1000)

2-handed weapons

Amount: 1
Great Club (1)

Ranged weapons

Amount: 1
Thrown Rock (100)

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Thrown Rock ranged 2d4 H M - Bash, Stun Y N 4 10
Claw swipe 1h-melee 1d6 L VL - Bleed, Grip Y Y 3 10 arm
Troll Bash 1h-melee 1d8 H L - Bash Y Y 0 0 arm