troll.pngArmor Class: 3
Hit Dice: 4+1
Move: 90’ (30’)
Fighting Capability: +6
Saving Throw: 9
Damage: By weapon +2
Dungeon Encounter: 1d6
Wilderness Encounter: 2d6
Morale: 10
Alignment: Chaotic
XP Value: 205

Trolls are a race of ten-foot-tall foul-tempered giants which some believe to be over-sized goblin-kin. According to legend, the first trolls were created in a past Age of the World, many millennia before the Fall, by the Dark Lord Amœdicus—shaped from the muck and soil where dead woodwosen had been burnt, and then magically combined with elemental stone—in much the same way that goblins are supposed to have come from dead elves.

Whether the legend is true or not, trolls do indeed seem to be beings partly of flesh and partly of stone. Their hide is difficult to pierce (although the common mountain trolls described here aren’t quite as invulnerable as their cave troll cousins, which are called ettins). Moreover, trolls can only ever be encountered outdoors at nighttime, for sunlight is a deadly danger to them. Should a mountain troll (although this is not true of an ettin) ever be touched by even the tiniest ray of sunlight, the result is instant and permanent petrification. Because of this dire vulnerability, trolls are never encountered outdoors without there being a lair of some sort nearby, a troll-hoard which will have 1d6 × 100 sp in large sacks in addition to any other treasure rolled for their treasure-type.

In combat, trolls like to fight with oversized clubs (any convenient tree-trunk that they’ve managed to pick up; these deal 1d8+2 damage) or specially made “war-bars”, huge iron mauls which are sized for a troll’s meaty arms (1d10+2 damage).


The Shade Isle Campaign jhiggins327 jhiggins327