KING
Troll (giant kin)

Troll (giant kin)

Giant · Crown of Sloth

T2d6Minor

Regenerating wild brutes, trolls regrow limbs, fire halting hunger.

Tier 2  ·  Role Minor  ·  Pool Vigor 4  ·  AC 12  ·  ATK +3  ·  Save DC 13  ·  Dmg 2 (flat)

AC1212 base
Vigor42 x Tier, one pool. Breaks at 2, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+3d20 + bonus vs AC, one a turn
Damage2flat, crit d6, floored at 2
Save DC13Tier 2 DC
Crit20natural 20 only
StatScoreModDie
Body20--
Mind6--
Sense14--
Heart14--
Cunning14--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Regeneration

Regains 1 Vigor at the start of its turn unless it took fire or acid damage since its last turn.

Passive

Mindless Hunger

Too hungry to fear death. Does not break.

Maneuvers

Maneuver

Rend

Seizes a creature it has hit this round and tears. The target makes a Body save (DC 13); on a failure it takes 2 damage, on a success it takes 1 Vigor damage.

Tactics

GM tactics

Mindless hunger. Regenerates through most wounds. Only fears fire and acid. Retreats if burning.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 2 left, and dies at 0. The pool does not regenerate.
  • A hit deals a flat 2, no roll. A crit (natural 20 only) rolls d6 and never lands below 2.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • With 2 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 4 total damage, and a single blow of 4 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.