Sharner Kobold Sharner Kobold

 

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Troll, Elder
  Huge Outsider (Extraplanar, chaotic, evil)
Hit Dice: 40d8+2,200 (2,440 hp)
Initiative: +1
Speed: 80 ft.
AC: 59 (–2 size, +50 natural, +1 dex)
Base Attack/Grapple: +40/+103
Attack: Colossal warhammer +95 (6d8+82/18–20 (+3d6 on critical hit)) melee; or slam +95 (2d8+55) melee; or boulder +41 (2d8+55/19-20) ranged
Full Attack: Colossal warhammer +95/+90/+85/+80 (6d8+82/18–20 (+3d6 on critical hit)) melee; or 2 slams +93 (2d8+55) melee; or boulder +41 (2d8+55/19-20) ranged
Space/Reach: 15 ft./15 ft.
Special Attacks: Trample
Special Qualities: DR 15/-, SR 42, Fire, cold and acid resistance 20, regeneration 30, fast healing 30
Saves: Fort +48, Ref +25, Will +34
Abilities: Str 121, Dex 13, Con 120, Int 16, Wis 18, Cha 15
Skills: Climb +98, Craft (weaponsmithing) +46, Jump +98, Listen +49, Spot +49, Survival +47
Feats: Alertness, Cleave, Quicken Spell-like Ability (greater magic weapon), Great Cleave, Improved Critical (Warhammer), Iron Will, Power Attack, Weapon Focus (Warhammer)
Epic Feats: Armor Skin, Devastating Critical (warhammer), Enhanced Critical (Warhammer), Epic Weapon Focus (Warhammer), Epic Will, Great Critical (Warhammer), Overwhelming Critical (warhammer), Wield Overseized Weapon
Climate/Terrain: Any
Organization: Solitary or kingdom (20-200 trolls)
Challenge Rating: 30
Treasure: Standard
Alignment: Always neutral evil
Advancement: 41–70 HD (Gargantuan), 71–150 HD (Colossal)

Elder 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 elder troll stands 15 feet tall and weighs 5,000 pounds. A elder troll’s rubbery hide is mottled green and gray, or putrid gray. They usually don’t have hair but if they have hair, their hair is usually greenish black or iron gray.

Trolls speak Giant, Elvish and Common.

An elder trolls’s natural weapons and all weapons it wields are treated as epic for the purpose of overcoming damage reduction.

Combat

Elder trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent with their gargantuan warhammers. During Combat they summon other Trolls, sometimes smashing them with their hammers because of bloodlust. When confronted with fire or acid, they try to get around the flames (usually by magic) and attack or they send another fiendish troll army.

  • Regeneration (Ex): Fire and acid deal normal damage to an elder troll. If an elder troll loses a limb or body part, the lost portion regrows in 2 rounds. The creature can reattach the severed member instantly by holding it to the stump.
  • Spell-Like Abilities: At will— greater magic weapon, fly, shield. Caster level 40th; save DC 12 + spell level. The DC is Charisma-based.
  • Summon Troll Army (Sp): An elder troll can summon 10-100 fiendish trolls three times per day, though is loath to do so because it sees them as inferiors.
  • Trample (Ex): As a standard action during its turn each round, an elder troll can literally run over an opponent at least one size category smaller than itself. The trample deals 4d10+82 points of bludgeoning Damage. Trampled opponents can either attempt attacks of opportunity at a –4 penalty or Reflex saves (DC 50) for half Damage. The DC is Strength-based.
  • Legendary Strength (Ex): The elder trolls strength is the stuff of legend. Their strength score is twice that of other abominations their size.
  • Legendary Constitution (Ex): The elder trolls constitution is the stuff of legend. Their constitution score is twice that of other abominations their size.
  • Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

© André Himstedt