Scree Troll: Difference between revisions

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m (Text replacement - "| Sense-Watersense-Range = " to "| Sense-Watersense-Range = <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank --> | Senses-Custom-Text = ")
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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 16
| Max-CR = 24


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Henchman, Killer, Leader, Legend, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
   }}</onlyinclude>
   }}</onlyinclude>


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| Restrict-Role-No-Role =  
| Restrict-Role-No-Role =  
| Restrict-Role-Heavy =  
| Restrict-Role-Heavy =  
| Restrict-Role-Henchman =
| Restrict-Role-Killer =  
| Restrict-Role-Killer =  
| Restrict-Role-Leader =  
| Restrict-Role-Leader =  
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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         Example: "[[Common Red Dragon]]"                                                            -->
         Example: "[[Common Red Dragon]]"                                                            -->
   }}</onlyinclude>
   }}</onlyinclude>
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
| Pattern1 |
  <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
| Pattern2 |
  <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | Trolls are horrible dwellers in the outdoors, the uneasy smaller cousins of Giants, who are more tightly tied to the native world than either the Giants or their terrible cousins, the ogres.
| Description | Trolls are horrible dwellers in the outdoors, the uneasy smaller cousins of Giants, who are more tightly tied to the native world than either the Giants or their terrible cousins, the ogres.


:Trolls tend to be tall and lanky, often with a stooped, hunched posture. Their faces tend to be long and narrow of feature, with filthy, rotten, but very sharp teeth, long flexible limbs, and a loose, shambling gait. Trolls almost always have razor sharp claws to go with their teeth, and tend to prefer fighting with their natural weapons.
Trolls tend to be tall and lanky, often with a stooped, hunched posture. Their faces tend to be long and narrow of feature, with filthy, rotten, but very sharp teeth, long flexible limbs, and a loose, shambling gait. Trolls almost always have razor sharp claws to go with their teeth, and tend to prefer fighting with their natural weapons.


:Trolls are not comfortable with the trappings of civilization, and tend to live "as nature meant," without benefit of tools, fire, or clothing. Trolls can readily tolerate this lack of comforts due to their incredible powers of regeneration. Trolls are easy to hurt, but exceedingly hard to kill.
Trolls are not comfortable with the trappings of civilization, and tend to live "as nature meant," without benefit of tools, fire, or clothing. Trolls can readily tolerate this lack of comforts due to their incredible powers of regeneration. Trolls are easy to hurt, but exceedingly hard to kill.


:Trolls tend to have skin of shades of greens and greys, often with an amazing array of warts, moles, hairs, and other noisome protuberances. Troll eyes tend to be black, although milky white and shades of grey-blue are not unheard of.
Trolls tend to have skin of shades of greens and greys, often with an amazing array of warts, moles, hairs, and other noisome protuberances. Troll eyes tend to be black, although milky white and shades of grey-blue are not unheard of.


:Trolls are uniformly terrible. They delight in tormenting the weak and will eat fellow sentient creatures alive, entertained by their screams and pleas. Trolls will work with other terrible creatures such as orcs and norkers, have an uneasy love/hate relationship with their fatter cousins, the ogres, and tend to like and look up to the giants, especially frost giants, fire giants, death giants, and fomaorians.
Trolls are uniformly terrible. They delight in tormenting the weak and will eat fellow sentient creatures alive, entertained by their screams and pleas. Trolls will work with other terrible creatures such as orcs and norkers, have an uneasy love/hate relationship with their fatter cousins, the ogres, and tend to like and look up to the giants, especially frost giants, fire giants, death giants, and fomaorians.


:Scree Trolls are as long and lanky as their weaker cousins, but unlike most trolls, scree trolls actually prefer to live in the open.  They are called 'scree trolls' because they are often found on the debris slopes at the base of cliffs, but this is only unusual because almost nothing else will willingly live on such rocky, uncertain footing.  In truth, scree trolls can be found anywhere outdoors, although they tend to prefer terrain with exposed rocks and with open sight lines. Other kinds of trolls like the dense forests.
Scree Trolls are as long and lanky as their weaker cousins, but unlike most trolls, scree trolls actually prefer to live in the open.  They are called 'scree trolls' because they are often found on the debris slopes at the base of cliffs, but this is only unusual because almost nothing else will willingly live on such rocky, uncertain footing.  In truth, scree trolls can be found anywhere outdoors, although they tend to prefer terrain with exposed rocks and with open sight lines. Other kinds of trolls like the dense forests.


:Scree Trolls make rude camps, and will sometimes even have a stone-hearthed campfire. This isn't really to provide warmth, or the ability to cook.  It's just that scree trolls love using fire to torment their victims, and keeping a fire running gives them a convenient place to burn alive whatever (or whoever) they have caught most recently.  Stumbling upon a Scree Troll camp while the trolls are gone can shake even the most hardened of travelers, the litany of casual awfulness demonstrating the monster's utter callous lack of empathy.
Scree Trolls make rude camps, and will sometimes even have a stone-hearthed campfire. This isn't really to provide warmth, or the ability to cook.  It's just that scree trolls love using fire to torment their victims, and keeping a fire running gives them a convenient place to burn alive whatever (or whoever) they have caught most recently.  Stumbling upon a Scree Troll camp while the trolls are gone can shake even the most hardened of travelers, the litany of casual awfulness demonstrating the monster's utter callous lack of empathy.


:Scree Trolls are hardy regenerators, like all trolls, and their affinity for loose rocks makes fighting them at a distance less than fun. Like all trolls, destroying these fiends as soon as they are found is the only safe policy.  
Scree Trolls are hardy regenerators, like all trolls, and their affinity for loose rocks makes fighting them at a distance less than fun. Like all trolls, destroying these fiends as soon as they are found is the only safe policy.  
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Monstrous Humanoid
| Type | Monstrous Humanoid
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype | Giant
| Subtype | Giant
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
         If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water
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| Ambush-Chance-Notes =  
| Ambush-Chance-Notes =  
   <!-- Put any comments about ambush preferences here, or leave blank -->
   <!-- Put any comments about ambush preferences here, or leave blank -->
| Senses = [[Standard Senses]], [[Darkvision]] 120 ft., [[Keen Scent]]
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.")
          [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell
          [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]
          [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]
          [[Scent]], [[Keen Scent]], [[Perfect Scent]]
          [[Tremorsense]], [[Blindsense]], [[Lifesense]], [[Mindsense]]                  -->


   <!-- SENSES -->
   <!-- SENSES -->
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   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
         or leave blank if the monster doesn't possess the sense in question.            -->
         or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =  
| Sense-Darkvision-Range = 120
| Sense-Heartsight-Range =  
| Sense-Heartsight-Range =  
| Sense-Keen-Hearing-Range =  
| Sense-Keen-Hearing-Range =  
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| Sense-Echolocation-Range =  
| Sense-Echolocation-Range =  
| Sense-Scent-Range =  
| Sense-Scent-Range =  
| Sense-Keen-Scent-Range =  
| Sense-Keen-Scent-Range = 30
| Sense-Perfect-Scent-Range =  
| Sense-Perfect-Scent-Range =  
| Sense-Airsense-Range =  
| Sense-Airsense-Range =  
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   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


| SpecialDefenses = Regeneration, heals for {{Hit-Points|n=.10|op=mult}} points of damage per round, see below.
| SpecialDefenses = Regeneration, heals for {{Hit-Points|n=.2|op=mult}} points of damage per round, see below.
   <!-- Put any DR or ER values here -->
   <!-- Put any DR or ER values here -->


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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->


| MoveTypes = [[Walk]] 60 ft., [[Lesser Climb]] 60 ft., [[Burrowing]] 60 ft.
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.)
          [[Burrowing]], [[Tunneling]], [[Earth Glide]]
          [[Lesser Climb]], [[Greater Climb]], [[Brachiating]], [[Vaulting]]
          [[Hover]], [[Lesser Flight]], [[Greater Flight]]
          [[Lesser Swim]], [[Greater Swim]], [[Jet]]
          [[Lesser Teleport]], [[Greater Teleport]]                          -->


   <!-- MOVE TYPES -->
   <!-- MOVE TYPES -->
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
   <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;  
         if they don't have that movement type, leave it blank                    -->
         if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed =  
| Move-Type-Walk-Speed = 60
| Move-Type-Burrowing-Speed =  
| Move-Type-Burrowing-Speed = 60
| Move-Type-Tunneling-Speed =  
| Move-Type-Tunneling-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Earth-Glide-Speed =  
| Move-Type-Lesser-Climb-Speed =  
| Move-Type-Lesser-Climb-Speed = 60
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Greater-Climb-Speed =  
| Move-Type-Brachiating-Speed =  
| Move-Type-Brachiating-Speed =  
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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| NudgePriDamage =  
| NudgePriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-PriDamage =  
| NudgeFullAtk-PriDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Pri-Atk-Crit-Range =  
| Nudge-Pri-Atk-Crit-Range =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| NudgeSecDamage =  
| NudgeSecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-SecDamage =  
| NudgeFullAtk-SecDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Sec-Atk-Crit-Range =  
| Nudge-Sec-Atk-Crit-Range =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| NudgeTerDamage =  
| NudgeTerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-TerDamage =  
| NudgeFullAtk-TerDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ter-Atk-Crit-Range =  
| Nudge-Ter-Atk-Crit-Range =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-QuaDamage =  
| NudgeFullAtk-QuaDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Qua-Atk-Crit-Range =  
| Nudge-Qua-Atk-Crit-Range =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| NudgeFullAtk-RangedDamage =  
| NudgeFullAtk-RangedDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->


| Nudge-Ranged-Atk-Crit-Range =  
| Nudge-Ranged-Atk-Crit-Range =  
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| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
   <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->




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<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->


<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->




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| Ability-1-Type = Su
| Ability-1-Type = Su
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
| Ability-1-Action-Required = Swift Action 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
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| Ability-1-Description =  Once per encounter, as a swift action, a Scree Troll may generate a tremendous burst of speed.  This grants it several benefits.   
| Ability-1-Description =  Once per encounter, as a swift action, a Scree Troll may generate a tremendous burst of speed.  This grants it several benefits.   


:* Its Regeneration ticks, healing it for {{Hit-Dice|n=2|op=mult}} points of damage.  If its regeneration was disabled this round because of {{dmg|fire}} or {{dmg|acid}} damage, that disability is cleared, and then the regeneration goes off.
* Its Regeneration ticks, healing it for {{Hit-Points|n=0.2|op=mult}} points of damage.  If its regeneration was disabled this round because of {{dmg|fire}} or {{dmg|acid}} damage, that disability is cleared, and then the regeneration goes off.
:* It gains one additional bite attack in its next attack action.
* It gains one additional bite attack in its next attack action.
:* It immediately gains a move action.
* It immediately gains a move action.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-2-Type = Ex
| Ability-2-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Always On
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = Trolls regenerate {{Hit-Dice|n=2|op=mult}} points of damage at the start of each of their turns.  However, if the troll takes any {{dmg|fire}} or {{dmg|acid}} damage, it cannot regenerate on the following turn.  Regeneration will allow a troll to reattach severed limbs or regrow them if they aren't available for reattachment. This regeneration continues to operate even past 'death', and a troll can only be killed if its regeneration has been suppressed by either acid or fire while it is at 0 or fewer hit points.
| Ability-2-Description = Trolls regenerate {{Hit-Points|n=0.2|op=mult}} points of damage at the start of each of their turns, to a maximum of their normal hit points total.  However, if the troll takes any {{dmg|fire}} or {{dmg|acid}} damage, it cannot regenerate on the following turn.  Regeneration will allow a troll to reattach severed limbs or regrow them if they aren't available for reattachment. This regeneration continues to operate even past 'death', and a troll can only be killed if its regeneration has been suppressed by either acid or fire while it is at 0 or fewer hit points.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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| Ability-3-Type = Ex
| Ability-3-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required = Part of a Burrow Move Action, 1/Enc
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
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| Ability-3-Description = Scree Trolls have an affinity for loose, jagged, rocky terrain. It is possible to encounter Scree Trolls on other kinds of terrain, but they definitely prefer scree slopes, quarries, mines, rock slides, alluvial plains, glacial morains, and the like. Any place where the scree troll is able to use their Burrowing movement speed, they also have access to their Avalanche power.
| Ability-3-Description = Scree Trolls have an affinity for loose, jagged, rocky terrain. It is possible to encounter Scree Trolls on other kinds of terrain, but they definitely prefer scree slopes, quarries, mines, rock slides, alluvial plains, glacial morains, and the like. Any place where the scree troll is able to use their Burrowing movement speed, they also have access to their Avalanche power.


:Once per encounter, a Scree Troll may make a Burrowing move action, moving their normal distance. When they reach the end of their move, they burst to the surface, pushing out a huge mass of rock and dirt. This rock and dirt affects a 5x5x1 square adjacent to the last square of their movement, the square in which they emerged back to the surface. All creatures who do not have a burrow, tunnel, or earth glide move type suffer ill effects if they are wholly or partially within this area. Note that flying creatures or those who are otherwise five feet above the 'ground' are not affected. (No, you cannot simply jump over the effect, but good try.)
Once per encounter, a Scree Troll may make a Burrowing move action, moving their normal distance. When they reach the end of their move, they burst to the surface, pushing out a huge mass of rock and dirt. This rock and dirt affects a 5x5x1 square adjacent to the last square of their movement, the square in which they emerged back to the surface. All creatures who do not have a burrow, tunnel, or earth glide move type suffer ill effects if they are wholly or partially within this area. Note that flying creatures or those who are otherwise five feet above the 'ground' are not affected. (No, you cannot simply jump over the effect, but good try.)


:All affected creatures suffer {{Special-Standard-Dmg}} as {{dmg|bludgeoning}} damage and are knocked [[Prone]].  Affected creatures are allowed a Fort save against a DC of {{Save-DC}} to reduce the damage to half and reduce the condition to [[Quelled]].
All affected creatures suffer {{Special-Standard-Dmg}} as {{dmg|bludgeoning}} damage and are knocked [[Prone]].  Affected creatures are allowed a Fort save against a DC of {{Save-DC}} to reduce the damage to half and reduce the condition to [[Quelled]].


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
Line 849: Line 846:
| Ability-4-Type =  
| Ability-4-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
Line 888: Line 889:
| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
Line 927: Line 932:
| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
Line 966: Line 975:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 1,005: Line 1,018:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 1,044: Line 1,061:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 1,051: Line 1,072:


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
| Role-Only--Replace-Rez-Power--Name =
| Role-Only--Replace-Rez-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Rez-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Rez-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
| Role-Only--Add-Killer-Power--Name =
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Killer-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
| Role-Only--Replace-Leader-Power--Name =
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Leader-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
        Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
| Role-Only--Replace-Legend-Power--Name =
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Legend-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
| Role-Only--Replace-Minion-Power--Name =
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Minion-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
| Role-Only--Replace-Shooter-Power--Name =
| Role-Only--Replace-Shooter-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Shooter-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Shooter-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Shooter-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->
| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
Line 1,081: Line 1,560:
| CombatTactics = Like all trolls, Scree Trolls are very good at fighting. Even if they are not able to use their Burrowing, they are fast and dangerous fighters whose gnashing teeth and claws are able to deal out a lot of pain quickly.  They are extremely agile, capable climbers, and ridiculously stealthy on top of everything else, able to hide in places that seem too small to ever conceal such large fiends.
| CombatTactics = Like all trolls, Scree Trolls are very good at fighting. Even if they are not able to use their Burrowing, they are fast and dangerous fighters whose gnashing teeth and claws are able to deal out a lot of pain quickly.  They are extremely agile, capable climbers, and ridiculously stealthy on top of everything else, able to hide in places that seem too small to ever conceal such large fiends.


:One reason why Scree Trolls are more likely than other trolls to be found 'in the open' is because they have a Burrow speed. If Scree Trolls are surprised by attacks on terrain in which they can Burrow, they will almost always burrow down to regenerate after a surprise attack. Sadly, they don't have Tremorsense or any other way to see while buried, so they will always come back up to fight. If you can catch a Scree Troll on a solid rock surface they can't burrow into, they tend to behave more like other types of trolls.
One reason why Scree Trolls are more likely than other trolls to be found 'in the open' is because they have a Burrow speed. If Scree Trolls are surprised by attacks on terrain in which they can Burrow, they will almost always burrow down to regenerate after a surprise attack. Sadly, they don't have Tremorsense or any other way to see while buried, so they will always come back up to fight. If you can catch a Scree Troll on a solid rock surface they can't burrow into, they tend to behave more like other types of trolls.


:If possible, Scree Trolls will burrow closer to their foes, popping up to throw specially sharpened boulders at their victims. If they can, they will stagger their rush into melee, using Burrowing if possible, and they will strive to use their nasty Avalanche power in waves, one or two the first round, more the second, in an effort to keep their enemies off their feet and hopefully kill any weaklings. They will mix in Burst of Speed, and note that they can use Avalanche with the move action they gain from Burst of Speed, to really hammer home the full force of their attacks. If they are caught out in a place where they cannot Burrow, they will almost always use Burst of Speed early, to get close to any attackers.
If possible, Scree Trolls will burrow closer to their foes, popping up to throw specially sharpened boulders at their victims. If they can, they will stagger their rush into melee, using Burrowing if possible, and they will strive to use their nasty Avalanche power in waves, one or two the first round, more the second, in an effort to keep their enemies off their feet and hopefully kill any weaklings. They will mix in Burst of Speed, and note that they can use Avalanche with the move action they gain from Burst of Speed, to really hammer home the full force of their attacks. If they are caught out in a place where they cannot Burrow, they will almost always use Burst of Speed early, to get close to any attackers.


:Scree Trolls never expect to lose any fight, but they can and will run away from a dangerous foe (especially if they have lots of fire and/or acid) in order to regen back to full health and plan out a change in tactics. They will typically Burrow away to do this, and this means that fights against Scree Trolls can get very long and nasty, with the trolls repeatedly digging away to heal. Smart tactics, concentrated attacks, and the ability to apply long-lasting fire and/or acid damage is almost a requirement to fight Scree Trolls, and if a party is unprepared, they can expect a long, miserable slog. Catching them on solid ground makes this process easier, although like all troll fights, it's never fun. When Scree Trolls begin to flee, their foes are left with a terrible choice: Chase down the escaping trolls, or stay and put down for good the rapidly regenerating downed trolls they have already defeated.  
Scree Trolls never expect to lose any fight, but they can and will run away from a dangerous foe (especially if they have lots of fire and/or acid) in order to regen back to full health and plan out a change in tactics. They will typically Burrow away to do this, and this means that fights against Scree Trolls can get very long and nasty, with the trolls repeatedly digging away to heal. Smart tactics, concentrated attacks, and the ability to apply long-lasting fire and/or acid damage is almost a requirement to fight Scree Trolls, and if a party is unprepared, they can expect a long, miserable slog. Catching them on solid ground makes this process easier, although like all troll fights, it's never fun. When Scree Trolls begin to flee, their foes are left with a terrible choice: Chase down the escaping trolls, or stay and put down for good the rapidly regenerating downed trolls they have already defeated.  






<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Scree Trolls are truly awful in every way, but they are easier to work with than many of their weaker cousins. As a result, many more organized monsters, and especially Giants, will often have some bands of these trolls around. Scree Trolls love living around and in mines, where the massive piles of mining rubble make wonderful homes for them. Scree Trolls can be fairly reliable guards and muscle in such cases, and the benefits of working for other monsters are manifold.
| OutOfCombat = Scree Trolls are truly awful in every way, but they are easier to work with than many of their weaker cousins. As a result, many more organized monsters, and especially Giants, will often have some bands of these trolls around. Scree Trolls love living around and in mines, where the massive piles of mining rubble make wonderful homes for them. Scree Trolls can be fairly reliable guards and muscle in such cases, and the benefits of working for other monsters are manifold.


:The ability to Burrow makes Scree Trolls extremely useful allies or vassals for stronger monsters, and such mighty monsters are sure to capitalize on those abilities. Conversely, their extremely good Stealth combined with the ability to burrow underneath dwellings and camps, make Scree Trolls terrible masters if they come into domination over other, weaker, monsters. Scree Trolls will sometimes bully Hill Giants, for example.
The ability to Burrow makes Scree Trolls extremely useful allies or vassals for stronger monsters, and such mighty monsters are sure to capitalize on those abilities. Conversely, their extremely good Stealth combined with the ability to burrow underneath dwellings and camps, make Scree Trolls terrible masters if they come into domination over other, weaker, monsters. Scree Trolls will sometimes bully Hill Giants, for example.


:Scree Trolls are almost always found in loose mobs, not exactly families, not exactly gangs. They tend to work together fairly well, if only because they are so horrible that nothing and nobody else can tolerate their behavior for too long.
Scree Trolls are almost always found in loose mobs, not exactly families, not exactly gangs. They tend to work together fairly well, if only because they are so horrible that nothing and nobody else can tolerate their behavior for too long.





Latest revision as of 21:47, 11 February 2023

Scree Troll (CR 19)

Chaotic Evil - Large - Monstrous Humanoid (Giant)
Lore: Know (Nature)
38 53
Basic DC Full DC
Initiative
Initiative Icon 2.png
35
Perception:
41 +31
Passive Active
Ambush:
9+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
43
Man Def
Shield Icon 3.png
44
Monster Health
883 441 36
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +21
Refl: +16
Will: +16

Strong Against:

  • Regeneration, heals for 177 points of damage per round, see below.
Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+28
Sword Icon 3.png
Man Off
+33
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Scree Troll Gnash +28 (4d10+31/x2)
    as gnashing (physical, uncommon)

Full Attack (Melee):

  • 1x Scree Troll Gnash +28 (4d10+31/x2)
    as gnashing (physical, uncommon)
  • 2x Scree Troll Rip +28 (4d6+13/x2)
    as ripping (physical, uncommon)

Standard Attack (Ranged):

  • 1x Razor-sharp Rock +28 (4d10+31/x2)
    as slashing (physical, common)
    (Increment: 40 ft.; Max Range: 200 ft.)

Full Attack (Ranged):

  • 3x Razor-sharp Rock +28 (4d10+31/x2)
    as slashing (physical, common)
    (Increment: 40 ft.; Max Range: 200 ft.)

Siege Damage: Not siege capable

Statistics

32
STR
22
DEX
28
CON
8
INT
12
WIS
6
CHA

Skills:

Languages: Giant, Common

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)

Special Abilities

Burst of Speed (Su) Swift Action 1/Enc

Once per encounter, as a swift action, a Scree Troll may generate a tremendous burst of speed. This grants it several benefits.

  • Its Regeneration ticks, healing it for 177 points of damage. If its regeneration was disabled this round because of fire (energy, common) or acid (energy, common) damage, that disability is cleared, and then the regeneration goes off.
  • It gains one additional bite attack in its next attack action.
  • It immediately gains a move action.
Regeneration (Ex) Always On

Trolls regenerate 177 points of damage at the start of each of their turns, to a maximum of their normal hit points total. However, if the troll takes any fire (energy, common) or acid (energy, common) damage, it cannot regenerate on the following turn. Regeneration will allow a troll to reattach severed limbs or regrow them if they aren't available for reattachment. This regeneration continues to operate even past 'death', and a troll can only be killed if its regeneration has been suppressed by either acid or fire while it is at 0 or fewer hit points.

Avalanche (Ex) Part of a Burrow Move Action, 1/Enc

Scree Trolls have an affinity for loose, jagged, rocky terrain. It is possible to encounter Scree Trolls on other kinds of terrain, but they definitely prefer scree slopes, quarries, mines, rock slides, alluvial plains, glacial morains, and the like. Any place where the scree troll is able to use their Burrowing movement speed, they also have access to their Avalanche power.

Once per encounter, a Scree Troll may make a Burrowing move action, moving their normal distance. When they reach the end of their move, they burst to the surface, pushing out a huge mass of rock and dirt. This rock and dirt affects a 5x5x1 square adjacent to the last square of their movement, the square in which they emerged back to the surface. All creatures who do not have a burrow, tunnel, or earth glide move type suffer ill effects if they are wholly or partially within this area. Note that flying creatures or those who are otherwise five feet above the 'ground' are not affected. (No, you cannot simply jump over the effect, but good try.)

All affected creatures suffer 4d8+22 as bludgeoning (physical, common) damage and are knocked Prone. Affected creatures are allowed a Fort save against a DC of 29 to reduce the damage to half and reduce the condition to Quelled.

Scree Troll

Scree Troll

Trolls are horrible dwellers in the outdoors, the uneasy smaller cousins of Giants, who are more tightly tied to the native world than either the Giants or their terrible cousins, the ogres.

Trolls tend to be tall and lanky, often with a stooped, hunched posture. Their faces tend to be long and narrow of feature, with filthy, rotten, but very sharp teeth, long flexible limbs, and a loose, shambling gait. Trolls almost always have razor sharp claws to go with their teeth, and tend to prefer fighting with their natural weapons.

Trolls are not comfortable with the trappings of civilization, and tend to live "as nature meant," without benefit of tools, fire, or clothing. Trolls can readily tolerate this lack of comforts due to their incredible powers of regeneration. Trolls are easy to hurt, but exceedingly hard to kill.

Trolls tend to have skin of shades of greens and greys, often with an amazing array of warts, moles, hairs, and other noisome protuberances. Troll eyes tend to be black, although milky white and shades of grey-blue are not unheard of.

Trolls are uniformly terrible. They delight in tormenting the weak and will eat fellow sentient creatures alive, entertained by their screams and pleas. Trolls will work with other terrible creatures such as orcs and norkers, have an uneasy love/hate relationship with their fatter cousins, the ogres, and tend to like and look up to the giants, especially frost giants, fire giants, death giants, and fomaorians.

Scree Trolls are as long and lanky as their weaker cousins, but unlike most trolls, scree trolls actually prefer to live in the open. They are called 'scree trolls' because they are often found on the debris slopes at the base of cliffs, but this is only unusual because almost nothing else will willingly live on such rocky, uncertain footing. In truth, scree trolls can be found anywhere outdoors, although they tend to prefer terrain with exposed rocks and with open sight lines. Other kinds of trolls like the dense forests.

Scree Trolls make rude camps, and will sometimes even have a stone-hearthed campfire. This isn't really to provide warmth, or the ability to cook. It's just that scree trolls love using fire to torment their victims, and keeping a fire running gives them a convenient place to burn alive whatever (or whoever) they have caught most recently. Stumbling upon a Scree Troll camp while the trolls are gone can shake even the most hardened of travelers, the litany of casual awfulness demonstrating the monster's utter callous lack of empathy.

Scree Trolls are hardy regenerators, like all trolls, and their affinity for loose rocks makes fighting them at a distance less than fun. Like all trolls, destroying these fiends as soon as they are found is the only safe policy.

Combat Tactics

Like all trolls, Scree Trolls are very good at fighting. Even if they are not able to use their Burrowing, they are fast and dangerous fighters whose gnashing teeth and claws are able to deal out a lot of pain quickly. They are extremely agile, capable climbers, and ridiculously stealthy on top of everything else, able to hide in places that seem too small to ever conceal such large fiends.

One reason why Scree Trolls are more likely than other trolls to be found 'in the open' is because they have a Burrow speed. If Scree Trolls are surprised by attacks on terrain in which they can Burrow, they will almost always burrow down to regenerate after a surprise attack. Sadly, they don't have Tremorsense or any other way to see while buried, so they will always come back up to fight. If you can catch a Scree Troll on a solid rock surface they can't burrow into, they tend to behave more like other types of trolls.

If possible, Scree Trolls will burrow closer to their foes, popping up to throw specially sharpened boulders at their victims. If they can, they will stagger their rush into melee, using Burrowing if possible, and they will strive to use their nasty Avalanche power in waves, one or two the first round, more the second, in an effort to keep their enemies off their feet and hopefully kill any weaklings. They will mix in Burst of Speed, and note that they can use Avalanche with the move action they gain from Burst of Speed, to really hammer home the full force of their attacks. If they are caught out in a place where they cannot Burrow, they will almost always use Burst of Speed early, to get close to any attackers.

Scree Trolls never expect to lose any fight, but they can and will run away from a dangerous foe (especially if they have lots of fire and/or acid) in order to regen back to full health and plan out a change in tactics. They will typically Burrow away to do this, and this means that fights against Scree Trolls can get very long and nasty, with the trolls repeatedly digging away to heal. Smart tactics, concentrated attacks, and the ability to apply long-lasting fire and/or acid damage is almost a requirement to fight Scree Trolls, and if a party is unprepared, they can expect a long, miserable slog. Catching them on solid ground makes this process easier, although like all troll fights, it's never fun. When Scree Trolls begin to flee, their foes are left with a terrible choice: Chase down the escaping trolls, or stay and put down for good the rapidly regenerating downed trolls they have already defeated.

Out of Combat

Scree Trolls are truly awful in every way, but they are easier to work with than many of their weaker cousins. As a result, many more organized monsters, and especially Giants, will often have some bands of these trolls around. Scree Trolls love living around and in mines, where the massive piles of mining rubble make wonderful homes for them. Scree Trolls can be fairly reliable guards and muscle in such cases, and the benefits of working for other monsters are manifold.

The ability to Burrow makes Scree Trolls extremely useful allies or vassals for stronger monsters, and such mighty monsters are sure to capitalize on those abilities. Conversely, their extremely good Stealth combined with the ability to burrow underneath dwellings and camps, make Scree Trolls terrible masters if they come into domination over other, weaker, monsters. Scree Trolls will sometimes bully Hill Giants, for example.

Scree Trolls are almost always found in loose mobs, not exactly families, not exactly gangs. They tend to work together fairly well, if only because they are so horrible that nothing and nobody else can tolerate their behavior for too long.

Rewards

XP: 204,800

Treasure: Sellable Goods worth 89,889 gp.

Weight: 190 lbs.     Volume: 7.6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)