Troll / Trolls (Bridge)
A type of large biped with aggressive and brutal tendencies and the ability to rapidly regenerate from almost any wound.

Level 10 Creature
Large - Trolloid - Biped
Information
Bridge Trolls are a type of humanoid adjacent creature called a Trolloid. They have large muscular bodies, broad hands and feet and are typically covered in thick wiry hair. All trolls have a natural healing factor that allows them to rapidly recover from almost any injury.
Behavior
Trolls have earned themselves a reputation as brutes, bullies, raiders and barbarians. Their seeming societal inclination towards barbarity stems from their violent culture and their inability to be slain by most conventional means. Trolls can shrug or walk off injuries that would kill almost any other creature. As such, most of them have become exceptionally brazen. There is no consequence for most of their actions and they become accustomed to doing as they please.
This behavior makes them a terror to all those that cross them or go through their territory. Most Trolls live a raiders lifestyle, robbing and pillaging for all their needs and wants. This can make even living near their territory exceptionally dangerous.
Tactics
Trolls will typically charge into battle without a thought for their own safety. They will target weaker creatures first and may even grapple one and carry it off to kill and consume for themselves.
The only thing that makes trolls stop and reconsider is their mortal enemy, Fire. While they can use fire and technology, they know that burns will cauterize their wounds in battle and prevent them from healing as quickly. One of the few things that can stop them.
Weaknesses
Trolls cannot use their Health Regeneration if they were dealt burn damage in the previous round.
Archetypes
Barbarian
Training: Gain Training in Skills of Athletics and Intimidate. Gain training in the use of Clubs and Slings.
Equipment: Acquire a Club Type Weapon and a Sling Type Weapon(Greatclub and Handsling).
Trait: Barbarian Rage - You become enraged when an ally you can see is slain or imprisoned. You gain the following benefits while enraged: You gain Damage Resist 2, Add 2 to your Attack and Damage Rolls and increase your movement speed by 2 Meters.
If no allies are present, you instead become enraged when you become wounded.
Your Rage Ends if you lose consciousness.
Ability: Furious Strikes - You can spend 1 Might Point to make 1 additional Melee Attack while Enraged.
Equipment
Greatclub(1d10 Blunt), Handsling(1d4 Blunt or Puncture(10 Stones))
Hide Armor(+2 AC, +4 Armor), 1d20 Silver.
Attacks
Name | Range | Attack | Damage |
---|---|---|---|
Greatclub Strike | 2 Meters | 1d20+9(11 While Raging) | 1d10+6 Blunt |
Bite Attack | 1 Meter | 1d20+9(11 While Raging) | 2d6+8 Slash or Puncture |
Unarmed Strike | 1 Meter | 1d20+9(11 While Raging) | 1d8+6 Blunt |
Handsling Shot | 20/40 Meters | 1d20+5(7 While Raging) | 1d4+6 Blunt or Puncture |
Traits
Troll Regeneration
The creature possesses a powerful healing factor that allows it to recover from harm nearly instantly.
Effect: You naturally Recover HP over time regardless of whether or not you are Resting. You Regenerate 1d10+CON Modifier HP at the Start of each of your Turns.
If you receive Burn Damage at any point during your turn you cannot regenerate HP at the start of your next turn.
You can Recover from Wounds while resting rather than while sleeping. You Recover from Wounds Twice as Fast.
Limbs and digits lost are regenerated at a rate of 1 limb every 10 Minutes and one digit per Round(5 Seconds).
Twice per encounter(scene or battle), If you are Killed or suffering from the Dying Condition you can continue Acting for a Number of Rounds equal to your CON Modifier. If the cause of death was a severed part that you can reattach in that time you regain 1d10+CON Modifier HP immediately after reattaching the vital part and are no longer considered to be Dead or Dying.
Beastly Hide I
The Creature possesses an Unnaturally Thick hide that acts like Tough Armor, protecting it from harm.
Effect: +6 AC, + 14 Armor Points
Multi-Strike II
The creature can attack a few times in rapid succession.
Effect: The creature is considered to possess a total of 3 Melee Attack Actions per turn.
Grappler
The creature is designed or evolved to grapple with prey and adversaries.
Effect: The creature Adds a Destiny on Attacks made to Grapple Creatures.
Abilities
Coin Sense
You have the ability to sense Coins, Legal Tender and Items of Value.
You can use your Perception Skill to attempt to sense valuables within 10 Meters of you. The higher you Skill Roll the higher the Accuracy of your Coin Sense. If you cannot visually see the item of value you simply get a low, moderate or high sense of value. If you can visually See the item of value you can estimate the item’s or pile’s actual monetary value. The higher your Skill Roll the higher the accuracy of the estimate.
Bite IV
The Creature possesses a Powerful Bite Attack.
Action: Melee Attack Action
Range: Adjacent
Damage: 2d6 + 2 + STR Modifier Slash or Puncture Damage.
Stats
STR | CON | DEX | INT | WIS | CHA |
---|---|---|---|---|---|
22 | 16 | 14 | 8 | 8 | 2 |
+6 | +3 | +2 | -1 | -1 | -4 |
Size | Large |
---|---|
Movement | 7(9 while Raging) Meters Walking |
Attack Modifier | +9 |
AC | 14 |
HP | 91 |
Armor | 18 |
Domain | Outskirts, Roadsides, Underbridges, Ruins, Abandoned Buildings |
Native Realm | X |