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Ã'°da & Carolan

Started by Wrexham3, April 24, 2006, 06:46:39 PM

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Wrexham3

#15
The Wasting Plague


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#18
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#19
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#20
Crossing the Divide â,¬' Aarakocra in Carolan


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#21
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#22
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#24
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#25
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#26
Trolls and the Trollmarch


Wrexham3

I dont usually make new monsters, however I made trolls an exception.  Basically I wanted make them more like the mythological monsters of Scandinavian fairy-tale. I'm sure I've made a lot of mistakes trying stat them up.  Any comments would be greatly appreciated.

Ã'°da Trolls

Medium Giant
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 30 ft.
AC: 19 (+4 chain, +5 natural)
Attacks: 2 claws +6, bite +1; or sword +6
Damage: Claws 1d4+3, bite 1d4+1; or sword 1d8+3
Face/Reach: 5 ft. by 5ft./5ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 30â,¬,,¢, regeneration, scent, SR 14, vulnerability to sunlight
Saves: Fort +6, Ref +1, Will +2
Abilities: Str 17, Dex 10, Con 14, Int 7, Wis 12, Cha 14
Skills: Craft +7, Listen +6, Mining +6, Search -6, Spot -3
Feats: Skill focus (Craft)
Climate/Terrain: Cold and temperate forest, hill, marsh, mountains and underground
Organization: Solitary, pair, gang (2-5), clan (5-16)
Challenge Rating: 5
Treasure: Standard coins, double goods and items
Alignment: Usually neutral evil
Advancement: By character class

Trolls are mostly found in the north, in the Gethesheim Mountains, Hordland or frigid Thyrim.  A few are found in Carolan to the south.  Trolls come in all shapes and sizes, from that of dwarves to ogres.  They also vary greatly in appearance â,¬' most are ugly but a rare few a quite beautiful; some possess tails, while others do not.  Most trolls have characteristically long pointed ears and large noses.  Their eyesight is generally poor, but they retain excellent senses of smell and hearing.  Trolls might generally be described as rather slow and stupid, while possessing a certain feral cunning.  Some, indeed, become mighty sorcerers and clerics.
   
Trolls live in caves, mines and warrens, far away from civilization.  They spend most of their lives delving for ore to make jewelry and weapons.  Indeed, the trolls of the north are the armourers of Ragnarok, equipping the frost giant hordes preparing to storm across all of Ã'°da.  The Trolls yearn for the day when their world reverts back to the fire and ice of its primordial origins.

Trolls were once real beings like humans and dwarves, one of the many races who dwelled in the Great Land under the Endless Sky.  However, during the Great Sundering their home world was sent spinning away from the sun and all life died upon it.  While troll populations did survive on Ã'°da, each succeeding generation seemed to become less real, more fey-like, as if the destruction of their home took away their underlying reality.  Trolls are now half-spirits caught between Annwn and Ã'°da, twisted parodies shaped by the myths and beliefs of the peoples around them.

Trolls worship their ancestors and primeval cthonic earth spirits.  Troll clerics have access to any two of the following domains: Chaos, Death, Earth and Knowledge.

Combat
Spell-Like Abilities: Trolls can cast the following spells 7th level sorcerers: 3/day â,¬' mending; 1/day â,¬' clairaudience, darkness, fog cloud, invisibility and magic weapon; 1/week â,¬' transmute rock to mud; 1/month â,¬' permanent illusion (must be a stone surface)
Regeneration: Troll sorcerers are able to use earth magic to regenerate their wounds.  They can replace one 2nd level spell slot for Regeneration 5.  However, to utilize this ability their bare feet must be touching the earth.
Vulnerability to Sunlight: Trolls caught in direct sunlight must make a Fortitude test (DC 17) or be turned into stone.  Daylight spells act as Fear spells for trolls.    
Skills: Trolls gain +4 racial bonus to Craft, Listen and Mining.  Due to their poor eyesight, trolls suffer a -4 penalty to Spot and Search.

Wrexham3

#28
The Siege of the Underworld


Wrexham3

#29
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