Half-Troll

Trolls, as a rule, breed only with those of their own kind. But from time to time, a troll in rut finds itself without a mate. At such times, many trolls wander into the territories of other creatures in a nearly blind state of lust. Such trolls are often less particular about their choice of mates, willing to make an attempt with whatever creature they encounter.

At other times, trolls might breed with polymorphed or otherwise magically altered spellcasters or other creatures in disguise, hoping to cause just the sort of crossbreed such a union inevitably produces. Some less scrupulous practitioners of the arcane mysteries have, at times, taken captive trolls and bred them forcibly with other creatures, hoping to produce a new breed of powerful, resilient, yet easily controlled minion.

A half-troll is typically much tougher than a member of its non-troll parent race. It gains much of the troll's natural ability to shrug off damage; its superior strength, quickness and hardiness; and some of the natural weaponry that make trolls so fearsome. Half-trolls also inevitably find that they adopt some of their troll parents' less desirable qualities well. Greenish skin, an elongated snout, knobby dermal growths, and an insatiable hunger for raw flesh are only a few of these. Half-trolls typically have longer limbs than their non-troll parents - a trait especially obvious in humanoid, giant, and monstrous humanoid half-trolls.

Creating a Half-Troll

"Half-troll" is an inherited template that can be added to any animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or outsider (referred to hereafter as the base creature). The creature's type becomes giant, and a half-troll with an outsider as the base creature also gains the extraplanar subtype. The half-troll uses all the base creature's statistics and special abilities except as noted here.

AC: Natural armor improves by +4.

Damage: Half-trolls have bite and claw attacks. If the base creature does not have these attack forms, use the appropriate damage values based on the half-troll's size (see the table below). Otherwise, use the values from the table or the base creature's damage, whichever is greater.

SizeBite DamageClaw Damage
Fine1-
Diminutive1d21
Tiny1d31d2
Small1d41d3
Medium-size1d61d4
Large1d81d10
Huge2d61d8
Gargantuan2d82d6
Colossal4d62d8

Special Attacks: A half-troll retains all the special attacks of the base creature. Half-trolls also gain two claw attacks (or the base creature's number of claw attacks, whichever is higher) and the special ability to rend.

Rend (Ex): If a half-troll hits with two or more claw attacks against the same opponent, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional amount of damage based on the half-troll's size (see the table below). A half-troll adds 1 1/2 times its Strength modifier to this base rend damage.

SizeRend Damage
Fine-
Diminutive1d2
Tiny2d2
Small2d3
Medium-size2d4
Large2d6
Huge2d8
Gargantuan4d6
Colossal4d8

Special Qualities: A half-troll has all the special qualities of the base creature, plus darkvision with a range of 60 feet, fast healing 5, and scent.

Fast Healing (Ex): A half-troll heals 5 points of damage each round so long as it has at least hit point. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a half-troll to regrow or reattach lost body parts.

Scent (Ex): A half-troll can detect approaching enemies, sniff our hidden foes, and track by sense of smell.

Abilities: Adjust from the base creature as follows: Str +6, Dex +2, Con +6, Int -2, Cha -2.

Skills: A half-troll has skill points equal to (2 + its Int modifier, minimum 1) x (its Hit Dice + 3). Treat skills possessed by the base creature as class skills and other skills as cross-class. If the creature has a class, it gains skill points for class levels normally

Feats: Half-trolls gain feats normally. They tend to favor feats that take advantage of their strength, such as Power Attack and Cleave, or feats that offset their natural weaknesses, such as Iron Will.

Climate/Terrain: Same as base creature or any land, aquatic, and underground.

Organization: Same as base creature or solitary.

Challenge Rating: Same as the base creature +2.

Alignment: Usually chaotic neutral or chaotic evil.

Level Adjustment: +4.

Sample Half-Troll: Half-Troll Barbazu.

Half-Scrag

Scrags, or aquatic trolls, often suffer the same urges or are the subject of the same experiments as their land-bound relatives. Half-scrags have the same adjustments as those detailed above for half-trolls, but with the following additional changes:

A half-scrag's land speed is reduced by 5 feet, and it has a swim speed of 20 feet. Its fast healing ability works only if it is immersed in water.


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