Friday, October 2, 2015

Southland: Trolls

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Trolls
Trolls were the last of the Wizard-Kings’ Humanoid creations.  Big, relentless, effectively immortal, and easily controlled, they were their masterpiece of combat infantry.  They couldn’t allow them to reproduce and did give them the Achilles Heel of fire and magic vulnerability, just in case.  The Wizard-Kings didn’t make many of them before the end, due to their high magic cost of production.  Trolls are carnivorous and never actually subsisted on Vegemite, unlike other Humanoids.  If their food supply runs out, they simply go dormant until they smell food.       

There are a few of these creatures wandering around the Outback and some are hidden and dormant.  Other Humanoids will make an effort to avoid Trolls, since they’re very hard to kill and their flesh can’t be eaten.  Ayers Rock is the only place where there is a concentration of them.  They were probably set there as guardians of the site by the Wizard-Kings.  In spite of all of the Humanoid traffic making pilgrimages to the rock, the Trolls effectively own it.  They seem to have an innate understanding of the mystical landscape that allows them to raid and escape easily.  No one has found any Troll lair there.  No one knows how many there are there.  The Humanoids have just had to acknowledge them as an inherent hazard of the journey. 

Troll
HD 6d8+36, Hp 63, AC 16 (Natural)
Fort +11, Ref +4, Will +3
Melee: 2 x Claws +9 to hit 1d6+6
If both Claws hit the same opponent in 1 rd add Bite 1d6+3

Regeneration: 3 hp/rd from up to –10 hp, only fire (which they will run from), acid, and magic damage is permanent (does not regenerate or heal).
Die Hard: May act normally up to –10 hp, however Trolls will not regenerate at 0 or less hp unless they rest for 1 turn.  (So they may be playing dead at 0 hp.)
Track +5


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