Name | 6th-Level Ranger Troll Hunter |
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Sorted Name | Troll Hunter, 6th-Level Ranger |
Family | Troll |
Size and Type | Large Giant |
Hit Dice Count | 6 |
Hit Dice | 6d8+6d8+72 (130 hp) |
Random Hit Points | 6d8+6d8+72 - 36 |
Initiative | +1 |
Speed | 30 ft. (6 squares) |
Armor Class | 21 (-1 size, +1 Dex, +6 natural, +5 +1 chain shirt), touch 10, flat-footed 20 |
Base Attack/Grapple | +10/+21 |
Attack | Claw +16 melee (1d6+7) or +1 battleaxe +17 melee (2d6+8/x3) or javelin +10 ranged (1d8+7) |
Full Attack | 2 claws +16 melee (1d6+7) and bite +11 melee (1d6+3); or +1 battleaxe +17/+12 melee (2d6+8/x3) and claw +12 melee (1d6+3) and bite +12 (1d6+3); or javelin +10 ranged (1d8+7) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Rend 2d6+10, spells |
Special Qualities | Darkvision 90 ft., favored enemy elves (+4), favored enemy humans (+2), low-light vision, regeneration 5, scent, wild empathy |
Saves | Fort +16, Ref +8, Will +8 |
Abilities | Str 25, Dex 12, Con 22, Int 10, Wis 15, Cha 10 |
Skills | Knowledge (nature) +6, Knowledge (dungeoneering) +6, Listen +13, Move Silently +9, Search +6, Spot +13, Survival +11 (+13 above- or underground and following tracks) |
Feats | Alertness, Cleave, Improved Natural Armor, Iron Will, Power Attack |
Bonus Feats | Endurance, Improved Two-Weapon Fighting, Track, Two-Weapon Fighting |
Environment | Cold mountains |
Challenge Rating | 11 |
Organization | Solitary |
Treasure | Standard |
Alignment | Usually chaotic evil |
Advancement | - |
Level Adjustment | +5 |
Version | SRD |
Sources | System Reference Document |
Stat_Block | 6th-level ranger troll hunter; CR 11; Large giant; HD 6d8+6d8+72; hp 130; Init +1; Spd 30 ft. (6 squares); AC 21 (-1 size, +1 dex, +6 natural, +5 +1 chain shirt), touch 10, flat-footed 20; Base Atk +10; Grp +21; Atk +16 melee (1d6+7, claw) or +1 battleaxe +17 melee (2d6+8/x3,) or +10 ranged (1d8+7, javelin); Full Atk +16 melee (1d6+7, 2 claws) and +11 melee (1d6+3, bite) or +1 battleaxe +17/+12 melee (2d6+8/x3,) and +12 melee (1d6+3, claw) and +12 (1d6+3, bite) or +10 ranged (1d8+7, javelin); Space/Reach 10 ft./10 ft.; SA Rend 2d6+10, spells; SQ Darkvision 90 ft., favored enemy elves (+4), favored enemy humans (+2), low-light vision, regeneration 5, scent, wild empathy; AL CE; SV Fort +16, Ref +8, Will +8; Str 25, Dex 12, Con 22, Int 10, Wis 15, Cha 10 Skills and Feats: Knowledge (nature) +6, Knowledge (dungeoneering) +6, Listen +13, Move Silently +9, Search +6, Spot +13, Survival +11 (+13 above- or underground and following tracks); Alertness, Cleave, Endurance, Improved Natural Armor, Improved Two-Weapon Fighting, Iron Will, Power Attack, Track, Two-Weapon Fighting |
Troll
Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile. A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll's rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray. Trolls speak Giant. CombatTrolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack. Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage. Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. ScragThese cousins of the troll have the aquatic subtype. They dwell in any body of water in any climate. They have a base land speed of 20 feet and a swim speed of 40 feet and are found only in aquatic environments. They regenerate only if mostly immersed in water. Troll HunterSome trolls, more cunning than most, are not satisfied with merely eating civilized beings but train to hunt them relentlessly. These troll hunters are fearsome rangers who focus on slaying and devouring humanoid prey. CombatA troll hunter makes full use of its scent ability to track its favored enemies and generally prefers to hunt in darkness. The troll hunter uses its limited repertoire of spells to protect itself from damaging forms of energy and to immobilize enemies. Typical Ranger Spells Prepared (2; save DC 12 + spell level): 1st-entangle, resist energy. Trolls as CharactersTroll characters possess the following racial traits.
-A troll's base land speed is 30 feet.
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Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Claw +16 melee (1d6+7) or +1 battleaxe +17 melee (2d6+8/x3) or javelin +10 ranged (1d8+7), or 2 claws +16 melee (1d6+7) and bite +11 melee (1d6+3); or +1 battleaxe +17/+12 melee (2d6+8/x3) and claw +12 melee (1d6+3) and bite +12 (1d6+3); or javelin +10 ranged (1d8+7)
feats: ALERTNESS, CLEAVE, IMPROVED NATURAL ARMOR, IRON WILL, POWER ATTACK, ENDURANCE, IMPROVED TWO-WEAPON FIGHTING, TRACK, TWO-WEAPON FIGHTING,