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Unapproachable East.pdf - The Forgotten Realms

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COMBAT<br />

A fell troll’s tactics are simple. It bounds up to some unlucky<br />

soul and does its best to tear the victim limb from limb.<br />

Rend (Ex): A fell troll that hits with both claw attacks<br />

latches onto the opponent’s body and tears the flesh.<br />

This attack automatically deals an additional 4d4+16<br />

points of damage.<br />

Double Mind (Ex): Having two heads, fell trolls are difficult<br />

to charm, confuse, or otherwise deceive with magic. A fell<br />

troll makes two saving throws against any spell or effect calling<br />

for a Will save and uses the better of the two results.<br />

Regeneration (Ex): Fell trolls take normal damage from<br />

fire and acid. If a fell troll loses a limb or body part, the lost<br />

portion regrows in 3d6 minutes. <strong>The</strong> creature can reattach the<br />

severed member instantly by holding it to the stump.<br />

MONSTERS OF THE EAST<br />

Fell Troll Ice Troll Mur-Zhagul<br />

Huge Giant Large Giant (Cold) Large Outsider (Evil, Native)<br />

Hit Dice: 16d8+112 (184 hp) 5d8+25 (47 hp) 9d8+72 (112 hp)<br />

Initiative: +0 +2 +3<br />

Speed: 40 ft. 20 ft. (scale mail); base 30 ft. 30 ft.<br />

AC: 19 (–2 size, +11 natural), 23 (–1 size, +2 Dex, +6 natural, 22 (–1 size, +3 Dex, +10 natural),<br />

touch 8, flat-footed 19 +4 scale mail, +2 large shield), touch 12, flat-footed 19<br />

touch 11, flat-footed 21<br />

Base Attack/Grapple: +12/+31 +3/+13 +9/+18<br />

Attack: Claw +21 melee Warhammer +8 melee; or claw Claw +17 melee<br />

+8 melee<br />

Full Attack: 2 claws +21 melee and Warhammer +8 melee; or 2 claws 2 claws +17 melee and<br />

2 bites +19 melee +8 melee and bite +3 melee; or bite +12 melee<br />

spittle +4 ranged touch<br />

Damage: Claw 2d4+11; bite 2d6+5 Warhammer 1d10+9; claw Claw 1d6+7; bite 1d8+3<br />

1d6+6; bite 1d6+3; spittle 1d4 cold<br />

Face/Reach: 15 ft./15 ft. 10 ft./10 ft. 10 ft./10 ft.<br />

Special Attacks: Rend 4d4+16 Freezing spittle Rend 2d6+10, spell-like abilities<br />

Special Qualities: Darkvision 90 ft., double mind, Cold subtype, darkvision 90 ft., Acid and fire resistance 10,<br />

regeneration 10, scent regeneration 4, scent darkvision 90 ft., regeneration<br />

10, scent, SR 20<br />

Saves: Fort +17, Ref +5, Will +7 Fort +9, Ref +3, Will +3 Fort +14, Ref +9, Will +9<br />

Abilities: Str 32, Dex 11, Con 24, Str 22, Dex 15, Con 21, Str 24, Dex 16, Con 26,<br />

Int 7, Wis 11, Cha 8 Int 9, Wis 10, Cha 8 Int 10, Wis 13, Cha 9<br />

Skills: Listen +11, Search +2, Spot +12 Listen +4, Spot +4 Climb +19, Concentration +11,<br />

Hide +11, Jump +19, Listen +13,<br />

Move Silently +12, Search +12,<br />

Spot +13, Survival +10<br />

(+12 following tracks)<br />

Feats: Alertness, Cleave, Iron Will, Iron Will, Track Iron Will, Power Attack,<br />

Multiattack, Power Attack, Track Track, Weapon Focus (claw)<br />

Climate/Terrain: Any cold land Cold hill and mountains Any land<br />

Organization: Solitary or gang (2–4) Solitary or warband (3–12) Solitary<br />

Challenge Rating: 14 4 10<br />

Level Adjustment: — +5 +8<br />

Treasure: Standard Standard Standard<br />

Alignment: Always chaotic evil Always chaotic evil Always chaotic evil<br />

Advancement: By character class By character class By character class<br />

78<br />

Scent (Ex): A fell troll can detect approaching enemies,<br />

sniff out hidden foes, and track by sense of smell.<br />

Skills: A fell troll’s two heads grant it a +2 racial bonus on<br />

Listen, Spot, and Search checks.<br />

Ice Troll<br />

Inhabitants of the frozen north, ice trolls are clever and malicious.<br />

Like other trolls, they devour humans, dwarves, and<br />

other humanoids. Unlike the rest of their foul ilk, ice trolls<br />

are skilled armorers and weaponsmiths who craft large and<br />

deadly weapons to use in combat.<br />

An ice troll stands about 8 feet tall and weighs around<br />

400 pounds. Its gelid skin is a sickly, translucent white, and

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