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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