Before the age of humanoids, plants and fairies dominated the continent of Sarba. From north to south, from east to west. Royal Ents ruled over their respective forest kingdoms. This ceased to be with the end of Lithic Cycle, but remnants of fey magic persist in some places untouched by the current races. Trolls are born in such places: caves, swamps and groves. They can appear in any situation in which four elements are present: decomposing vegetable material; fey magic; darkness; water. This means it's possible, but unlikely, that trolls may appear under bridges. So the popular northern belief may have arisen from real events.
The result is usually a humanoid creature whose hair is like moss, smells like rotten wood, the gnarled skin seems mold-like, big and bulbous nose always sniffing, the beard reminds one of vines and ivies. They also regenerate wounds in seconds or minutes, except those caused by fire or acid; they hate heat and fire; is bigger and larger than a person; it has claws and great strength.
Each troll is generated according to the amount and type of available organic material. They might be as small as goblins or bigger than giants; extrememly hairy and bearded; large toothy mouths; have two or more heads; some grow a tail; colors and patterns that work as camouflage; intelligent enough to learn languages, handle tools and plan group ambushes. Deficiencies also occur: disproportionate arms, weakness to sunlight; sporadic or null regeneration; a missing eye or all the fingers etc.
Its saliva resembles resin and may be spit, sticking in the target. Its stench may provoke nausea and last days even after a few baths. Scholars believe this is so the troll may smell its prey and hunt it while it is weakened. The smell also isolates the prey from its companions.
Its saliva resembles resin and may be spit, sticking in the target. Its stench may provoke nausea and last days even after a few baths. Scholars believe this is so the troll may smell its prey and hunt it while it is weakened. The smell also isolates the prey from its companions.
Trolls value intelligence due to how rare is for one of them to have it. The obedience they show to smarter or more cunning people is remarkable. Showing great intelligence is the way other beings might gain a troll's loyalty.
Trolls hate heat, including the sunlight. The Hamask-Barbagia Range, where it's cold, mountains project shadows over entire swampy valleys and caves are common, is ideal for the,. But many of these territories are the same that the imperial colonization usually drains, deforests and settles, leading to conflict. Captured trolls are valuable. Shardokans extract fat from them to make soap and candles which last much more than common equivalents. The skin can be tanned into parchment and armour that regenerate any damage not caused by fire or acid. Drums made of this very leather produce a sound which sounds horrible to a troll's ears. This is used in Feltros and other towns to keep trolls wawy. A captive troll regenerates even if badly fed, making it an almost inexhaustible source of these materials.
Common Troll
Large plant, neutral evil
Armor Class 15 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)
Damage Resistances cold; bludgeoning and piercing from nonmagical weapons
Skills Perception +1
Senses darkvision 60 ft., passive Perception 11
Languages Common, Sylvan
Challenge 7 (2,900 XP)
ACTIONS
Common Troll
Large plant, neutral evil
Armor Class 15 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)
Damage Resistances cold; bludgeoning and piercing from nonmagical weapons
Skills Perception +1
Senses darkvision 60 ft., passive Perception 11
Languages Common, Sylvan
Challenge 7 (2,900 XP)
- Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
- Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
ACTIONS
- Multiattack. The troll makes three attacks: one with its bite and two with its claws.
- Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
- Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
- Nauseous Spit (Recharge 4-6). Ranged Weapon Attack: +7 to hit, range 60/180 ft., one target. Hit: causes the poisoned condition. The spit requires water and two actions to be washed out.
There are two unique trolls in the whole mountain range:
- Yan-gant-y-tan is the name of the single intelligent troll known. Somehow, he managed to turn his right hand's fingers into candles that burn as fast as his regeneration heals his fingers. He uses this bizarre torch to impress and cause fear in the other trolls, which follow his orders. They usually ambush and make traps to catch travellers and northern colonists: landslips, bridges more fragile than they look, hidden tunnels etc. Yan is also using his minions' regenration to graft armour and weapons on their flesh, making them more powerful than regular trolls.
- Utglard, the mountain supposed to be the world's biggest troll. Each "tree" is a hair, every "rock" a wart and the jagged bluffs are actually old woundsMouth, nostrils and other putrid "caves" give acess to a wooden interior perfect as a spawning ground of new trolls. The tales disagree if Utglard is alive, dead, hibernating or even changing location to avoid being discovered; there also isn't a consensus about its size and characteristics. Some stories say that the great troll's beard is the best wood for staffs and weapon shafts there is, others say that metals and gems can be harvested from its guts.
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