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Revision as of 20:52, 12 July 2019

Troll Berserker

Troll Berserker (CR 14)

Chaotic Evil - Large - Humanoid (Giant)
Troll Berserkers are feral trolls which have abandoned the niceties of normal troll "society", preferring instead to kill anything and everything they come across. While many trolls are cunning and foster a sense of cruelty, berserker trolls are straightforward menaces of brutal savagery and aggression. They are extraordinarily territorial, rarely venturing from their own claimed areas, but meting out swift retribution against any trespassers.
Troll Berserkers are tall, lanky and unkempt, and their skin is pocked with stony growths. They yell a lot during battles, and slaver incoherently when not fighting. It is unclear what sets a troll onto the course of becoming a berserker, but it seems obvious that trolls which take this path never return from it.


Lore Check: Know (Local) (Basic: DC 28; Full: DC 43)
Init: +25
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Low-Light Vision 120 ft.
Passive Perception: 35 (Spot: +25, req's move action)


AC: 35
Maneuver Defense (MD): 37
Hit Points: 315     (Bloodied Value: 157)    Hit Dice: 27
Fort: +13    Refl: +17    Will: +13
Special Defenses:
  • Regeneration points per round
Strong Against:
Weak Against:


Movement Types: Walk 60 ft., Lesser Climb 30 ft, Brachiating 50 ft.
Space / Reach: 10 ft. / 10 ft.
Standard Attack:
  • 1x Berserker's Bite +25 (4d10+22/x2) as (undefined damage type)
Full Attack:
  • 1x Berserker's Bite +25 (4d10+22/x2) as (undefined damage type)
  • 2x Berserker's Claws +25 (4d6+8/x2) as (undefined damage type)
Standard Ranged:
  • 1x Hurled Bone +23 (3d10+19/x2) as (undefined damage type) (Increment: 30 ft.; Max Range: 150 ft.)
Full Ranged:
  • 3x Hurled Bone +23 (3d10+19/x2) as (undefined damage type) (Increment: 30 ft.; Max Range: 150 ft.)
Maneuver Offense: +22
Siege Damage: Not siege capable
Special Attacks: Regeneration, Savage Charge, Come and Get Me
Action Points: 0


Str: 26    Dex: 24    Con: 25    Int: 5    Wis: 7    Cha: 8
  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)
Languages: Comprehend, but cannot speak, Giant

Special Abilities

Regeneration (Ex)

Troll Berserkers regenerate points of damage at the start of their turns. 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 by attacking them with fire or acid damage after they have been reduced below 0 hit points. Note that, unlike lower-level trolls, acid and fire damage DOES NOT suppress the troll's regeneration until it is below 0 hit points.

Savage Charge (Ex)

Once per encounter, the troll can charge an opponent and make an attack against all enemy creatures within his reach at the end of the charge.

Come and Get Me (Ex)

As a swift action, a troll berserker can deliberately lower his armor class by 4 until the beginning of his next turn. While active, any attacks made against the troll provoke an attack of opportunity from him. Note that the troll has combat reflexes and gains a +2 circumstance bonus to hit with all attacks of opportunity triggered by this power.

Combat Tactics

Troll berserkers are damage engines in combat. They have terrible armor classes, and are easily hit, but regenerate very quickly to make up for this. Between their innate reach and the Come and Get Me special ability, they nearly always get to make multiple attacks of opportunity each round.
Troll berserkers are fond of charging into combat. Once engaged, they will use their move action to dance around the battlefield with Come and Get Me running, hoping to provoke attacks of opportunity in order to dish out their own attacks of opportunity in response. Their mobility feat negates the AC penalty caused by Come and Get Me when doing this trick.
Despite the above tactic, troll berserkers are profoundly stupid, and aren't choosy about their targets. They will usually direct their standard action attacks against the person who most recently damaged them or did the most damage to them, regardless of whether this is the most tactically sound target.
Troll berserkers will never retreat from a fight.

Out of Combat

Troll Berserkers are possibly the 'worst' sort of troll, if that means anything. They are too chaotic and violent to make good minions, although it is not unheard of for Giants to have some cruelly chained in pits to use as living attack weapons, unleashing them upon invaders.


XP: 38,400
Treasure: Sellable Goods worth 23,625 gp.
Weight: 150 lbs.     Volume: 6 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
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
Table 2: Roll a d20:
Result 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
Table 3: Roll a d20:
Result 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)