Troll Encounter

Note: This encounter is written using Copper Crossing as the location.

Troll Encounter (ECL 13)
The band of trolls, which consists of the troll shaman, troll thug and four troll grunts (see below for stat blocks), has been waiting for the guardian of the bridge to leave his post. For whatever reason, Oleander is away and the group is seizing the opportunity. The player characters simply happen to be using the bridge and the trolls, not willing to be slowed by puny humans (or whatever they are), assume the party is hostile and attempt to break through. The trolls do not wish to cross while Oleander is present. While he probably would be slaughtered in a straight fight, Oleander could, has, and would simply fly out of reach and follow them, whittling them away with his acid breath and confusing the weak-willed grunts with illusions.

Spotting:
The Trolls are hustling and make no attempt to hide themselves. Make normal Spot checks for both sides depending on the weather and time of day. The bridge is normally clear and there are no obstructions on it.

Pre-Battle:
As soon as the troll shaman spots the party, he casts resist energy (fire) on himself. If there is time, he casts it on the thug as well, and then blesses the group of trolls. Before making the crossing, the shaman has already cast magic circle versus good on himself, and it is still active.

Tactics:
The thug rages and approaches as quickly as possible, with the cleric traveling close behind. The grunts use their bows to whittle away characters not wearing armor. They advance if the party is using spells and archery and stay still and full attack if the party is engaging in melee. The shaman continues to cast beneficial magic, but once closed in upon in melee, he strikes with his +1 morningstar. The trolls will not engage in diplomacy, but if any of the four are disabled, the remaining grunts retreat. The shaman and thug do not retreat for any reason, as they are fanatical beyond cause. Their first priority is to get across the bridge and if able, the thug will use its Improved Bull Rush feat to knock player characters into the water if they are near the edge of the bridge. If the characters get out of the way, the trolls will move past, but any sign of provocation will start a battle.

Troll Shaman
Cleric 5:
CR 10; Large giant; Hit Dice 11d8+88; 137 hp; Spd 20 ft. (4 squares); AC 25 (Touch 11, Flatfooted 23); BAB/Grapple: +7/+16; Atk +11 melee (1d6+5, claw), or +12 melee (2d6+6, +1 morningstar) Full Atk +11 melee (1d6+5, 2 claws) and +6 melee (1d6+2, bite), or +12/+7 melee (2d6+6, +1 morningstar); Space/Reach: 10ft. x 10 ft. / 10 ft.; SA death touch, rebuke/command undead 2/day, rend 2d6+7, spells; SQ darkvision 90 ft., low-light vision, regeneration 5, scent, surge of strength; AL CE; SV Fort +17, Ref +5, Will +10; Abilities Str 20, Dex 14, Con 26, Int 9, Wis 14, Cha 8.
Skills and Feats: Concentration +9, Listen +6, Spot +7, Survival +4; Improved Natural Armor (x2), Iron Will, Track.
Possessions: Large +1 chainmail, Large +1 morningstar
Typical Cleric Spells Prepared (domains Strength and Death): 0th—detect magic (x2), guidance (x2), resistance; 1st—bane, bless, cause fear* (DC 13), protection from good, shield of faith; 2nd—bull’s strength*, resist energy (x2), shatter (DC 14); 3rd—magic circle against good, magic vestment* (*domain spell)

Aura (Ex): The troll shaman has a chaotic and evil aura.
Death Touch (Su): The troll shaman may use a death touch once per day. This ability is a death effect. He must succeed on a melee touch attack against a living creature (using the rules for touch spells). If it hits, roll 5d6. If the total at least equals the target’s current hit points, it dies (no save).
Surge of Strength (Su): The troll shaman gains a +5 enhancement bonus to Strength. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Regeneration (Ex): Fire and acid deal normal damage to a troll shaman. 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 a stump.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. The attack automatically deals damage equal to 2d6 plus 1.5 times the troll shaman’s Strength modifier.

Troll Thug
Troll barbarian 5:
CR 10; Large giant; Hit Dice 6d8+48 plus 5d12+40; 147 hp; Spd 40 ft.; AC 22, touch 12, flat footed 19; BAB/Grapple +9/+22; Atk +18 melee (1d6+9, claw); Full Atk +18 melee (1d6+9, 2 claws) and +12 melee (1d6+4, bite); Space/Reach: 10ft. / 10 ft.; SA: rend 2d6+13; SQ scent, regeneration 5, rage, fast movement, trap sense +1, improved uncanny dodge, illiteracy; AL CE; SA Fort +17, Ref +6, Will +3; Abilities Str 28, Dex 16, Con 26, Int 6, Wis 11, Cha 4.
Skills and Feats: Jump +10, Spot +9, Listen +9; Cleave, Improved Bull Rush, Power Attack, Weapon Focus (Claw).
Possessions: Large studded leather +1.

Fast Movement (Ex): The troll thug’s land speed is faster than the norm for his race by +10 feet (40 ft). This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load.
Illiteracy: The troll thug cannot read or write.
Rage (Ex): The troll thug can fly into a rage two times per day. In a rage, a the troll thug temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The increase in Constitution increases the troll thug’s points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, the troll thug cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration. He can use any feat he has. A fit of rage lasts for a number of rounds equal to 3 + the troll thug’s (newly improved) Constitution modifier, normally 13 rounds. The troll thug may prematurely end his rage. At the end of the rage, the troll thug loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. The troll thug can fly into a rage only once per encounter. Entering a rage takes no time itself, but the troll thug can do it only during his action, not in response to someone else’s action.
Trap Sense (Ex): The troll thug barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Improved Uncanny Dodge (Ex): The troll thug retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. In addition, the troll thug can no longer be flanked. This defense denies a rogue the ability to sneak attack the troll thug by flanking him, unless the attacker has at least four more rogue levels than the troll thug has barbarian levels.
Regeneration (Ex): Fire and acid deal normal damage to a troll thug. 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 a stump.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. The attack automatically deals 2d6 plus 1.5 times the troll’s Strength modifier (2d6+13) damage.

Troll Grunt
Troll ftr 1:
CR 6; Large giant; Hit Dice 6d8+48+1d10+8; 88 hp; Spd 20 ft.; AC 22, touch 13, flat-footed 18; BAB/Grapple +5/+17; Atk +12 melee (1d6+8, claw) or +9 ranged (2d6+1/x3, Large masterwork mighty composite longbow (+1 Str)) or +12 melee (2d6+12/x3, longspear); Full Atk +12 melee (1d6+8, 2 claws) and +7 melee (1d6+4, bite) or +9/+4 ranged (2d6+1/x3, Large masterwork mighty composite longbow (+1 Str)), or +12/+7 melee (2d6+12/x3, longspear); Space/Reach: 10ft. / 10 ft.; SA rend 2d6+12; SQ scent, regeneration 5; SA Fort +14, Reflex +6, Will +1; Abilities Str 27, Dex 18, Con 25, Int 8, Wis 8, Cha 4.
Skills and Feats: Jump +9, Listen +3, Spot +4; Combat Reflexes, Far Shot, Point Blank Shot, Precise Shot
Possessions: Large longspear, 10 arrows, large mighty composite longbow (+1 Str), hide armor.

Regeneration (Ex): Fire and acid deal normal damage to a troll grunt. 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 a stump.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. The attack automatically deals 2d6 plus 1.5 times the troll’s Strength modifier (2d6+12) damage.


For all of the Trolls, you may wish to review the rules for regeneration:
Regeneration (Ex): A creature with this ability is difficult to kill. Damage dealt to the creature is treated as non-lethal damage. The creature automatically heals non-lethal damage at a fixed rate per round, as given in the entry. Certain attack forms, typically fire and acid, deal lethal damage to the creature, which doesn’t go away. The creature’s descriptive text describes the details. A regenerating creature that has been rendered unconscious through non-lethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to non-lethal damage.

Attack forms that don’t deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature’s descriptive text. Severed parts that are not reattached wither and die normally.

A creature must have a Constitution score to have the regeneration ability.



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