13 minute read
Blade Troll
Large Giant
Hit Dice: 6d8+48 (75 hp),dying/dead –9/–26 Initiative: +6 Speed: 30 feet AC: 23 (–1 size,+2 Dexterity,+12 natural),touch 11, flat-footed 21 Base Attack/Grapple: +4/+14 Attack: Arm blade +9 melee (1d8+6) Full Attack: 2 arm blades +9 melee (1d8+6) and bite +4 melee (1d8+3) Space/Reach: 10 feet/10 feet (Face/Reach:5 feet by 5 feet/10 feet) Special Attacks: Grappling hooks Special Qualities: Darkvision 90 feet,embedded plates, low-light vision,regeneration 5,scent Saves: Fort +13,Ref+4,Will +2 Abilities: Str 22,Dex 14,Con 26,Int 10,Wis 10,Cha 8 Skills: Climb +10,Jump +10,Spot +6,Swim +10 Feats: Elemental Resistance (fire),Improved Initiative,
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Power Attack,Power Charge
Environment: Any subterranean Organization: Solitary,pair,or band (3–12) Challenge Rating: 7 Treasure: Standard Advancement: By character class Level Adjustment: +5
This massive,grey-skinned beast resembles a typical troll except for the steel barbs and hooks that project from its long,lanky arms.Also,the creature’s skin appears somewhat distended,as ifit conceals solid,bulky plates ofarmor inside its body.In fact,blade trolls are skilled artisans who create weapons and armor that meld with their forms,leaving telltale signs oftheir artifice within their bodies.
More intelligent and cunning than normal trolls,blade trolls have learned to use their regeneration ability in a way that gives them an additional advantage.They embed hooks, blades,metal plates,and other “improvements” in their bodies,using their rapid healing ability to seal such features in place.They serve as mercenaries in the underworld,frequently allying with the Vallorians (see page 112) and other warlike folk ofthe world’s depths.
Blade trolls have stony skin covered with warts,scars,thick calluses,and other deformities.Unlike other kinds oftrolls, these creatures frequently heal in such a manner that their wounds leave behind scars,pockmarks,and other legacies. For instance,a blade troll that suffers a sword wound may easily heal the damage from the injury,but the wound leaves behind a clear indentation in the creature’s chest and a thick, oblong scar.In some ways,blade trolls seem to adapt to the damage they sustain.Scholars believe this ability helps them survive in their underground environment.A troll that frequently scrapes or bumps its head against a low cavern ceiling may slowly grow shorter and more stooped,while one that sustains arm injuries in battle might develop a thick coat of natural protection along its arms to better protect itself.
Smarter and more industrious than other trolls,blade trolls long ago learned the secrets ofmetalcraft and began forging weapons,armor,and other tools.Blade trolls insert the armored plates and weapons they create into their bodies,relying on their regeneration ability to grow skin,muscle, and sinew around these modifications and improvements.A troll might embed three long,barbed hooks in its palm before battle.Its body adapts and grows around these weapons,allowing the creature to utilize them just like any other part ofits body.Troll warriors stud their arms and hands with blades,hooks,pincers,and bludgeons.They partially skin their own torsos,peeling back their flesh to slide metal plates and,in some cases,flat stones into their bodies. By pulling the flesh back over their wounds,they allow their regeneration ability to knit their injuries and they adapt to the newly added protection.
The process ofadding weapons and armor directly to a troll’s body is no easy task.With their heightened intelligence,blade trolls have a clearer sense oftheir bodies and abilities than their kin possess.They have learned to mold armor and weapons to suit their forms and have developed surgical methods to optimize the placement and use oftheir gear.Other trolls reject such implants;their bodies expel the modifications as they heal.
Combat
Blade trolls are arrogant and vicious,leading them to sometimes underestimate their opponents in battle.Unless a blade troll has reason to suspect its opponent is skilled in the martial or magical arts,it is likely to rush headlong into battle.Arrogance,rather than stupidity,drives this tendency. When aware ofa powerful enemy’s talents,blade trolls utilize ambushes and other intelligent tactics.They place a premium on magical gear that can shield them from fire and acid,and most blade trolls are smart enough to target obvious spellcasters and others who can use energy attacks.
Grappling Hooks (Ex): Blade trolls embed a variety of blades and hooks into their forearms and hands.These varied weapons allow them to catch and hold their opponents.Their hooks and spikes entangle a victim’s clothing,armor,and possibly flesh.Ifa troll strikes an opponent with both arm blade attacks,it may initiate a grapple against her as a free action without provoking an attack ofopportunity.With a successful grapple check,a blade troll deals 2d8+12 points ofdamage against an opponent that it holds within its barbed hooks.
Note that,while these weapons are forged and added to a troll’s body,they count as natural weapons.
Embedded Plates (Ex): A blade troll’s armor becomes part ofits body as its flesh grows through and around it.This
armor grants a +7 bonus to Armor Class,but it does not confer any ofthe standard penalties, such as reducing the troll’s speed or limiting its Dexterity bonus to AC.The troll adapts to the plates,making them as much a part ofits body as its arms or legs.
Regeneration (Ex): Fire and acid deal normal damage to a blade troll.Ifit loses a limb or body part,the lost portion regrows in 3d6 minutes. The creature can reattach a severed member instantly by holding it to the stump.
Scent (Ex): The blade troll can detect opponents within 30 feet by sense ofsmell.For upwind foes,the range increases to 60 feet; downwind,it drops to 15 feet.When detecting a scent,the blade troll doesn’t determine its exact source, only its presence in range.It can take a standard action to note the scent’s direction.Once within 5 feet of the source,it can pinpoint the source.A blade troll can also follow tracks by smell,making a Wisdom check to find or follow a track.
Blade Troll Society
Scattered in a number ofsmall caverns throughout the underworld,blade trolls form groups known as bands.Each band takes on a specific purpose.A group ofwarriors forms a war band,while a small cabal ofmagisters creates a mage band. During the course ofa troll’s life,it may join a variety ofbands as its interests change,though no troll claims membership in more than one band at once.A young,aggressive troll might join a war band to raid neighboring caverns or communities on the surface.As he ages,the troll might then join a mercenary band, trading his opportunity to rapidly gain experience for a safer, more lucrative job as the bodyguard ofa qualleg (see page 68) or in the service ofa Vallorian overlord.Blade trolls form bands specifically for the purpose ofmating,with the males and females in the group working together to take care ofthe young. Blade troll artisans and crafters usually form bands that operate in isolated,easily defended caves and passages.These precautions are taken not to ward offmarauding beasts or explorers, but to prevent blade troll war bands from seizing their goods.
Blade trolls see themselves as the perfect fusion ofintellect and brute strength.They prefer to keep slaves to handle mundane tasks—usually ordinary trolls that are strong enough to handle many daunting tasks,yet are no match for a blade troll warrior.Humans and other creatures make useful workers and personal servants,and blade trolls engage in an active and aggressive slave trade.Many oftheir war bands profit more from the captives they bring beneath the surface than from the treasure they gain in battle.
Blade Troll Characters
Unlike normal trolls,blade trolls are reasonably intelligent and capable ofappreciating intricate concepts.They enter a wide variety ofclasses,though their violent nature pushes many toward the warrior class.These brutes form the bulk ofthe troll war bands and mercenary bands that wander from this race’s underworld home.Many troll smiths gain levels in the expert class,while a few learn to incorporate magic into their craft.These rare blade trolls become magisters or runethanes.
Blade Troll Body Modifications
Blade trolls’ ability to incorporate metal objects into their bodies opens up a variety ofequipment options.The modifications below are usable only by blade trolls.They must pay the listed gold piece cost to purchase and use them.
All blade trolls can incorporate magic weapons and other enhancements into their bodies.They must purchase or create the equivalent ofa magic longsword and absorb it into an arm over the course ofone day.This process improves only one arm blade attack.Ifa troll wants to enhance both ofits arms,it must create,purchase,or find two separate weapons.
A blade troll can also utilize magic armor by buying or crafting the equivalent ofan enchanted suit ofchain and plates (base market price 600 gp).This armor is available only from troll crafters;normal humanoid armor is unsuited for integration into a blade troll’s form.Likewise,no creatures other than blade trolls can use this armor,because it consists ofa set ofspecially crafted plates that do not link together as a normal suit ofarmor does.
The following modifications are mundane improvements to a blade troll’s arsenal.They can be added to weapons or armor that is subsequently enchanted.
Defensive Weaponry: A skilled blade troll smith can fashion wide,thick arm blades that protect a warrior’s arms from harm.Not only do these weapons scythe through the troll’s opponents,they also serve as bucklers.This modification counts as a shield that confers a +2 bonus to AC. Cost: 100 gp.
Internal Plating: This intricately designed modification grants a troll virtual immunity to critical hits.By encasing a subject’s heart,lungs,and brain in a fine weave ofsteel mail, a blade troll craftsman creates a second layer ofprotection against attacks.A blade troll with this modification gains a +8 bonus to AC when an opponent rolls to confirm a critical threat scored against it. Cost: 750 gp.
Lashing Chains: Some blade trolls add long,barbed chains to their arms,anchoring them on their shoulder blades and running them along their bones,until they emerge from holes crafted in their palms.This modification grants a blade troll an extra 5 feet ofreach with its melee attacks.It also gains a +4 bonus to all opposed Strength checks made as part ofits trip attack against an opponent. This bonus does not apply to trip attacks the blade troll defends against. Cost: 1,500 gp.
Sword Catcher Hooks: By adding hooks and barbs beneath its flesh,a blade troll can craft a surprise for opponents that fight with swords,axes,and similar weapons.Once per encounter as a free action,a troll with this modification can attempt to disarm an opponent using a melee weapon that deals slashing or piercing damage.The attacker snares her weapon on the hooks and barbs hidden within the troll’s flesh, possibly allowing the beast to tear her weapon from her hands. After a blade troll uses this ability,the hooks and barbs dangle from its flesh and are unable to catch any more attacks.A troll cannot take this modification more than once.Repairing sword catcher hooks requires one hour ofwork. Cost: 1,200 gp.
Warding Spikes: Some blade trolls implant a variety of spikes and long,wicked barbs in their chests.These modifications are designed to prevent opponents from drawing too close to a troll.A blade troll with this modification suffers a 10foot penalty to its base speed.Whenever an opponent moves adjacent to the troll,the troll gains a free attack against the foe using its base attack bonus (normally +4).This attack,ifit hits,deals points ofdamage equal to the troll’s Strength modifier (normally +6).This free attack is not an attack ofopportunity. Instead,the troll’s opponent must dodge and avoid the thick,jagged spikes that project from the monster’s body.
A troll does not gain the benefit ofthis modification when it is flat footed,stunned,paralyzed,sleeping,or otherwise unable to take actions. Cost: 2,500 gp.
Blade Troll Encounter (EL 11)
A merchant who specializes in rare items and curios approaches the characters with a proposal.He tells them ofan associate ofhis,a producer ofhigh-quality weapons and armor,who needs help.After the characters agree to undergo a short ceremony ofsecrecy,the merchant brings them to a cave outside town where his friend,a blade troll named Braggi,is hiding. Braggi is a skilled smith who long ago underwent a rare blade troll ceremony whereby he vowed to give up all acts ofviolence in return for a supernatural insight into smithing.A band of four blade troll marauders attacked his subterranean workshop,driving him away and seizing his goods.
Braggi cannot commit violent acts himself,but ifthe characters agree to liberate his workshop,he can reward them well. Ifthe characters take him up on his offer,Braggi leads them through the underworld to his workshop and forge.After the characters deal with the marauders,he can craft magic weapons and armor for them as a reward for avenging his loss.
Blade Troll Lair
Blade troll bands tend to settle down in isolated spots,using their distance from well-traveled areas to shield them from intruders.War bands are largely nomadic,but they also keep lairs to store their pillaged treasure and as places to train and rest between incursions.The following description presents a typical blade troll lair and includes notes on how it may be used differently depending on the kind ofband using it. 1.Entry Chamber: Most blade troll lairs feature a natural barrier,or a constructed obstacle that appears natural,to keep out wild animals and lone wanderers.In this case,the trolls discovered a passage that ends at a 10-foot-tall rock wall separating the entry passage from the rest ofthe lair.Such a site makes for an excellent lair,because the trolls can reach over the wall to attack intruders while remaining safe from counterattacks. In addition,any invaders would have to waste precious moments scaling the wall before invading the lair beyond.This area is kept bare except for ranged weapons and ammunition. Blade troll crafters or experienced war bands and mercenaries might keep ballistae,burning oil,and other weapons in the entry chamber,to ensure their readiness in case ofattack.A pit at one end ofthis area serves as waste storage.The trolls occasionally burn their refuse to reduce the space it takes up. 2.Central Chamber: This area serves as a staging point or meeting ground.Large stone stools are placed surrounding a well;the older trolls may spend their free time here gossiping or making informal plans for new projects,such as raids on nearby areas (for war bands) or new weaponry (for
bands ofsmiths).Younger trolls may scamper here underfoot,since this space also serves as the primary social venue during most days.In the event ofan attack,the trolls make their stand here,should the outer chamber fall. 3.WorkChambers/Quarters: These rooms serve as private chambers for trolls important or powerful enough to demand personal lodgings.They hold the tools,storage,bedding,and other personal possessions that the important or powerful trolls,their mates,and their offspring may have accumulated. These chambers tend to be filthy,because the trolls eat their meals within their private rooms and only rarely clean up after themselves.Trolls that focus on metalworking and smithing usually build personal forges in their chambers, working in private to protect the secrets oftheir art. 4.Meeting Chamber: This large,simple chamber serves as a meeting hall in times oftrouble or when the community faces an important decision.The trolls that have the prestige and power necessary to claim a voice in the community meet here and argue over plans,such as potential trade partners to court or future targets for raids.When not in use for official business,it remains empty. 5.Slave Pens: Humans and other captives are kept here when they are not at work under the strict supervision ofthe slave master.This room is rarely,ifever,cleaned.Its furnishings consist ofmoldy straw,a few battered stools,and a long, low trough carved into the floor that holds food and water. 6.Common Chamber: The trolls that lack the prestige to have their own chambers,those too young or too old to claim an important place in the lair,and the troll children live here in a single large chamber.Bedding is scattered across the floor.Small fire pits dot the room;most ofthe cooking for the entire population ofthe lair happens here.This place is cramped even at the best oftimes,with trolls squeezing together in its confines.Most ofthe important daily business ofthe lair takes place here.Even the powerful and influential trolls spend time in this chamber,the better to establish and maintain their dominant position in the social order. 7.Chieftain’s Room: The troll chieftain dwells here with his mates and their children.This room is large and richly appointed by troll standards,with any treasures and other baubles that have caught the chief’s eye kept here.The secret passage to the east serves as an escape route,and the trolls may also use it to outflank invaders.The doorways into the passage consist oflarge boulders cleverly placed so as to mask the passage behind them.Uncovering the doors requires a Search check (DC 20).