KING
Troll

Troll

Giant · Crown of Mammon

T3d8Minor

Regenerating brutes of wilds, trolls devour anything, fire and acid alone halting their endless hunger.

Tier 3  ·  Role Minor  ·  Pool Vigor 6  ·  AC 11  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1111 base
Vigor62 x Tier, one pool. Breaks at 3, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 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. Only fire or acid puts a troll down for good.

Maneuvers

Maneuver

Rend

Grips a creature it has hit this round and tears flesh from bone. The target makes a Body save (DC 15); on a failure it takes 3 damage, on a success it takes 1 Vigor damage.

Reactions

Reaction

Snap Back

When hit by a melee attack, the troll bites back, making one attack against the attacker.

Tactics

GM tactics

Charges the nearest creature, attacking relentlessly. Focuses on one target until dead, then moves to the next. Doesn't understand tactics or retreat-only hunger. Fire and acid cause it to shriek and focus on the source, sometimes fleeing briefly.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 3 left, and dies at 0. The pool does not regenerate.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • With 3 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 6 total damage, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.