Cave Troll
Troll, Beast; Major; White Soul (800)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 50 | Hit Points | 100 | - | - |
| Endurance | 50 | Wound Thr. | 14 | - | - |
| Agility | 40 | Magicka | 10 | - | - |
| Intelligence | 10 | Stamina | 5 | - | - |
| Willpower | 45 | Initiative | +8 | - | - |
| Perception | 30 | Action Pts. | 3 | - | - |
| Personality | 5 | Speed | 13m | - | - |
| Morale | 55 | Size | Large | - | - |
Weapons & Armor
- • Claws: 2d8; Splitting, Concussive, Magic, Shieldsplitter;
- Reach 2m
- • Natural Toughness (4)
Special Abilities
- • Hyper-Metabolize (1 SP): When the troll makes its
- Regeneration roll at the start of the next round, it gains an
- additional 2d10 HP. Cannot be used while Burning or if
- the Troll took Fire damage within 1 Round.
- • Sweeping Strike (1 SP): The troll can, as part of a melee
- attack, make a sweeping strike, which hits up to 3 targets
- in the troll’s Reach. This is resolved as an AoE.
Traits
- • Bestial
- • Diseased (+0): If the creature successfully deals damage to
- an undiseased target with their natural weapons, the target
- creature must succeed on a +0 Endurance test or contract a
- Common Disease.
- • Quadruped
- • Regenerate: Trolls may make an Endurance test at the start
- of each round to heal 10+DoS HP.
- • Three-Eyed: Requires 3 Head Wounds to Blind. Additionally,
- attempts to Blind the troll are at a -20
- • Weakness (Fire, 5)
- Frost Troll T
Encountering Cave Troll
Trolls are massive, ape-like apex predators with three eyes and regenerative properties. They can be found all across Tamriel, but are more common in the colder and temperate climates. which They make permanent dens in caves or under large rocky outcroppings, typically deep in the wilderness, but it is not uncommon that a troll establishes its lair near civilization to make preying upon it easier. Although unintelligent and animalistic, some trolls are capable of learning basic Tamrielic and literacy. They occasionally band 80 into simple tribes to raid towns, but these tribes quickly fall - apart. 50 It is common knowledge that trolls are vulnerable to fire and 40 flames, which prevents their flesh from knitting itself back to- 20 gether, at least for a time. - - Loot 70 • On a -10 Survival test, a character can remove the frost troll’s hide, worth 150 drakes, over the course of a Short Rest. These hides are 2 ENC. Failing this test spoils the pelt, halving its worth. • On a +10 Survival test, a character can, over the course of a Long Rest, turn a troll hide into two pieces of Full Troll Hide armour, or one Full Troll Hide chest piece. Troll Hide armour is exactly the same as regular Hide but has +2 AR, and Weakness (Fire, 1). Failing this test spoils the pelt instead, rendering it useless and halving its worth. • On a +0 Alchemy test, a character can scrape the troll’s bones for one dose of troll fat, which is an Extremely Rare Restora- tion and Destruction ingredient. • On a +20 Survival test, a character can fashion a Troll Skull Helm. A Troll Skull Helm is a Full Bone helmet with +2 Magic AR, that grants the wearer the Thick Skull trait while worn. • Armour made of Troll Bone has +2 Magic AR, and Troll Bone weapons have the Magic trait. 47 raits Diseased (+0): If the creature successfully deals damage to