Chaotic Evil Large Monster (giant, regenerating) (9+ ft. tall)
FREQUENCY: Uncommon
NO. APPEARING: 1-12 (VI. 1d3)
SURPRISE: 17%
SENSES: superior infravision, scent
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 6 + 6 (hp 33); regenerate 3 (fire)
% IN LAIR: 40%
TREASURE TYPE: D
THAC0: 13
MELEE: claw (1d4+4) and claw (1d4+4; iterative) and bite (2d6; iterative)
SPECIAL ATTACKS: large, strong (Str 18/76) - Hits As: +2
SPECIAL DEFENSES: Immune to fear
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: Fanatical
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Troll
LEVEL: VI (XP 725 + 8 per h.p.)
Troll hide is a nauseating moss green, mottled green and gray, or putrid gray. The writhing hair-like growth upon a troll's head is greenish black or iron gray. The eyes of a troll are dull black.
Trolls are horrid carnivores found in nearly every clime.
They are feared by most creatures, as a troll knows no fear and attacks unceasingly.
Their sense of smell is very acute, their infravision is superior (90-ft), and their Strength is very great.
A troll attacks with its clawed forelimbs and its great teeth. A troll is able to fight 3 different opponents at once.
3 melee rounds after being damaged, a troll will begin to regenerate. Regeneration repairs damage at 3 hit points per round; this regeneration includes the rebonding of severed members.
The loathsome members of a troll have the ability to fight on even if severed from the body; a hand can claw or strangle, the head bite, etc. Total dismemberment will not slay a troll, for its parts will slither and scuttle together, rejoin, and the troll will arise whole and ready to continue combat.
To kill a troll, the monster must be burned or immersed in acid, any separate pieces being treated in the same fashion or they create a whole again in 3-18 melee rounds.
Trolls (fully detailed in ADVANCED DUNGEONS & DRAGONS MONSTER MANUAL) are horrid carnivores found in nearly every clime. They are feared by most creatures. However, certain creatures have cross-bred with them to produce fearsome sub-species of the troll race.
All the sub-species have the troll's ability to direct their various attacks at different opponents if desired.
Trolls have the ability to regenerate as follows: 3 melee rounds after being damaged a troll will begin to regenerate. Regeneration repairs damage at 3 hit points per round; this regeneration includes the re-bonding of severed members. The loathsome members of a troll have the ability to fight on even if severed from the body; a hand can claw or strangle, the head bite, etc. Total dismemberment will not slay a troll, for its parts will slither and scuttle together, rejoin, and the troll will arise whole and ready to continue combat. To kill a troll, the monster must be burned or immersed in acid, any separate pieces being treated in the same fashion or they create a whole again in 3-18 melee rounds.
The sub-species detailed below have all inherited some of these regenerative powers as well as the troll's great Strength.
All have the troll traits of knowing no fear and attacking unceasingly.
Environment. Arctic (Ice. plain, rough, cauldrons); Sub-arctic (Ice. forest, rough, hills, mountains, marsh); Temperate and sub-tropical, uninhabited/wilderness areas (Troll/Giant/Giant Two-headed. plain, scrub, forest, rough, hills; Giant/Giant Two-headed. mountains; Troll/Giant. marsh); Temperate, faerie and sylvan settings (Troll. plain, forest, hills, mountains); Underwater, fresh water (Marine [fresh]. shallow), salt water (Marine [salt]. deep); Waterborne, fresh water (Marine [fresh]. small), salt water (Marine [salt]. shallow/coastal);
Chaotic Evil Large Monster (giant, regenerating) (10-ft.+ tall)
FREQUENCY: Rare
NO. APPEARING: 1-12 (VI. 1d2)
SURPRISE: 17%
SENSES: superior infravision, scent
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 8 (hp 36); regenerate 2 (fire)
% IN LAIR: 30%
TREASURE TYPE: C
THAC0: 12
MELEE: claw (1d6+1) and claw (1d6+1; iterative) or huge spiked club (2d8)
SPECIAL ATTACKS: strong (Str 19); Hits As: +2
SPECIAL DEFENSES: catch missiles (25%); Immune to fear
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7)
MORALE: Fanatical
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Troll
LEVEL: VI (XP 1,885 or 1,525 + 10 per hp)
Giant trolls are hideous hill giant/troll crossbreeds (resembling the latter in all but size). They are greatly feared. Their skin is red-brown and they have red rimmed eyes. Giant trolls are found in nearly every clime. (See ADVANCED DUNGEONS & DRAGONS MONSTER MANUAL for description of the hill giant).
They have a very acute sense of smell and 90-ft infravision.
Despite their pot-bellied appearance they are immensely strong and inflict terrible damage (2-16 hit points of damage) with their favourite weapon—a large spiked club. It is rare (10% chance) for a giant troll to be encountered without such a weapon, but if so it can fight with its two claws, each of which inflicts 2-7 hit points of damage and can be directed at different opponents.
They are able to catch missiles 25% of the time, if in reach.
They regenerate as trolls but at a rate of 2 hit points per melee round, . but cannot re-bond severed limbs.
Before a giant troll can be killed, at least 10 hit points of damage must be inflicted on it by fire. If this condition is not met and the giant troll is reduced to a single hit point, any further damage on it has no effect save to negate regeneration.
Chaotic Evil Large Monster (giant, regenerating) (9 ft. tall)
FREQUENCY: Rare
NO. APPEARING: 1-6
SURPRISE: 17%
SENSES: superior infravision, scent
ARMOR CLASS: 8
MOVE: 9"
HIT DICE: 2 (hp 9); regenerate 2 (fire)
% IN LAIR: 10%
TREASURE TYPE: D (no magic)
THAC0: 16
MELEE: claw (1d8) and claw (1d8; iterative)
SPECIAL ATTACKS: strong (Str 18/76); Hits As: +1
SPECIAL DEFENSES: Immune to cold and fear; DR/+1 (magic-none)
WEAKNESS: vulnerability to fire (double)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: Fanatical
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LEVEL: III (XP 94 or 76 + 2 per hp)
This relative of the normal troll closely resembles its stronger cousin except that it has a very cold, semi-transparent body.
They have superior (90-ft) infravision and an acute sense of smell.
The ice troll attacks with two claws for 1-8 hit points of damage each. They may be directed against different opponents.
Ice trolls are unaffected by cold and can only be hit by magical weapons or missiles. Fire inflicts double damage on them.
These creatures dwell in moist areas of dungeons, usually near running water, and have the regenerative powers of a normal troll but at a rate of 2 hit points per melee round, so long as the regenerating members can immerse themselves in water. A severed limb can move a distance of 30-ft in search of water and will always move towards water if there is some in range.
Chaotic Evil Large Monster (giant, regenerating) (8 ft. tall)
FREQUENCY: Very Rare
NO. APPEARING: 1-2 (VI. 1)
SURPRISE: 17%; Others +20% (invisible)
SENSES: superior infravision (120-ft), scent
ARMOR CLASS: 2
MOVE: 15"
HIT DICE: 5 + 5 (hp 28); regenerate 3 (fire)
% IN LAIR: nil
TREASURE TYPE: nil
ATTACK AC 0: 13
MELEE: claw (1d3) plus Strength damage and claw (1d3; iterative) plus Strength damage and bite (1d6) plus vampiric regeneration
SPECIAL ATTACKS: Strength damage; Hits As: +1
SPECIAL DEFENSES: natural invisibility; Immune to cold; DR/+1 (magic-none)
MAGIC RESISTANCE: 85%
INTELLIGENCE: Very (11-12)
MORALE: Fanatical
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Troll
LEVEL: VI (XP 575 + 6 per hp)
This odious creature is the product of perverted magical inter-breeding of trolls and invisible stalkers, though the secret of its creation is believed to be lost and only thirty or so of these creatures are known to exist.
The spirit troll has an acute sense of smell and superior (120-ft) infravision.
The spirit troll is invisible; characters able to see invisible will observe it to be very similar to a troll, slightly shorter and with diffused features.
It attacks with its fangs and two sharp claws, against 3 different opponents if it so desires.
The damage inflicted by its fangs (1-6 hit points) is normal except that the spirit troll adds to its own hit points the number of hit points of damage inflicted on its victim.
Damage inflicted by the creature's claws (1-3 hit points each) is taken not only from the hit points of the victim but also from his Strength points. Strength points lost in this way are recovered in 2-8 turns.
If a character's Strength is reduced to zero, he dies, and if it is reduced to 1 or 2 points, he will be rendered comatose, only recovering when (and if) sufficient points are recovered to raise his Strength to 3 points or more.
The creature can only be hit by magical weapons. Fire inflicts full damage on it but it is invulnerable to cold.
It regenerates as does a troll, and at the same rate (3 hit points per round).
Chaotic Evil Large Monster (giant, regenerating, two-headed) (10+ ft. tall)
FREQUENCY: Very Rare
NO. APPEARING: 1-3 (VII. 1)
SURPRISE: 17%
SENSES: infravision, all-around sight
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 10 (hp 45); regenerate 1 (fire)
% IN LAIR: 40%
TREASURE TYPE: D, Q
THAC0: 10
MELEE: claw (1d6) and claw (1d6; iterative) and 2 bites (1d10/1d10; iterative)
SPECIAL ATTACKS: multi-headed, strong (Str 18/00); Hits As: +3
SPECIAL DEFENSES: Immune to fear
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: Fanatical
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LANGUAGES: Troll
LEVEL: VII (XP 3,780 or 3,150 + 14 per hp)
These ferocious ettin/troll crossbreeds are two-headed and stand at least 10-ft tall.
Like the ettin, the giant two-headed troll can only be surprised 1 chance in 6. They have adopted the ettin mode of dress—moth-eaten and filthy animal skins. (See ADVANCED DUNGEONS & DRAGONS MONSTER MANUAL — Ettin).
These creatures prefer darkness; they are basically nocturnal and usually dweil in underground caverns. Their infravision is normal.
They attack with two claws (1-6 hit points of damage each) and two bites (1-10 hit points of damage each). Both bites are directed at one opponent.
They regenerate as do trolls but at the rate of 1 hit point every melee round, though they cannot re-bond severed limbs.
Marine trolls are a gilled form of the common troll. They inhabit large bodies of water and need considerable room to hunt. Coloration runs from blue-green to olive.
Chaotic Evil Man-sized Monster (aquatic, giant, regenerating) (7+ ft. tall)
FREQUENCY: Rare
NO. APPEARING: 1-6
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 3
MOVE: 3" — swim 15"
HIT DICE: 5 + 5 (hp 28); regenerate 3 (fire)
% IN LAIR: 20%
TREASURE TYPE: C
THAC0: 13
MELEE: claw (1d4+1) and claw (1d4+1; iterative) and bite (1d10+2; iterative)
SPECIAL ATTACKS: none; Hits As: +1
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- to Low (2-7)
MORALE: +25%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Troll (scrag; or none)
LEVEL: V (XP 400 + 8 per hp)
Scrags found in fresh water are smaller than normal trolls and have heavy scales.
Their claws are less formidable, but their enlarged lower jaw bears many small, very sharp fangs. Up to 3 different opponents can be attacked during a single melee round.
Scrags regenerate as do trolls (q.v.) but they do so only when immersed in freshwater.
Chaotic Evil Large Monster (aquatic, giant, regenerating) (10 ft. tall)
FREQUENCY: Uncommon
NO. APPEARING: 1-8
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 2 or AC 1
MOVE: 3" — swim 12"
HIT DICE: 6 + 12 (hp 39)
% IN LAIR: 15%
TREASURE TYPE: D
THAC0: 13
MELEE: claw (1d4) and claw (1d4; iterative) and bite (1d8+8; iterative)
SPECIAL ATTACKS: none; Hits As: +2
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to Average (5-10)
MORALE: +42%
SAVES: Poison 8, Petrify 9, Wand 10, Breath 9, Spell 11
LANGUAGES: Troll (scrag)
LEVEL: VI (XP 900 + 12 per hp)
Scrags found in seas and oceans are at least as large as ordinary trolls. Their skins are thick and heavily scaled.
Some few (10%) are intelligent enough to further protect themselves with armor made of shells and sharkskin or similar substances; such protection gives an effective armor class of 1.
The forelimbs of the scrags are shorter and weaker than those of ordinary trolls, but the saltwater variety has developed a huge maw and numerous fangs to make up for the loss of talon attacks.
As do freshwater scrags, saltwater scrags regenerate when in their saltwater element.