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Friday, May 19, 2017

SECRET OF THE GREATER TROLLS PART SEVEN: AMERICA! (Repost from Thursday, April 6, 2017)


ATTANAHWOJAS ( "Ojas" / The Great Liar / God of Far Western Trolls)

Lesser god

ARMOR CLASS: -4
MOVE: 27"

HIT POINTS 270
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-20 (+12) or 6-15 (+4 for both)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration (2 per round).
MAGIC RESISTANCE: 25%
SIZE: L (40' tall)
ALIGNMENT: Neutral evil
WORSHIPER'S ALIGN : Any evil and all Far Western trolls
SYMBOL: Green face with long dark hair and rubbery red lips
PLANE : First layer of Tarterus
CLERIC/DRUID : 13th Level
FIGHTER : 17th level
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: 10th level Thief
MONK/BARD : Nil
PSlONlC ABILITY: VI
S : 24 ( + 6, + 1 2) I : 20 W : 20 D : 25 C: 25 CH : 20

Attanahwojas, as men call him, when they try to ward off his evil, is the racial god that the weird subtypes of troll in the Far West hold as their ideal patron.

Ojas, as he is known to the trolls of the Far Western lands, is a frightening giant who carries a silver club-like +4 "atlatl" called "Kidnabber" that can launch up to 7 two-headed silvery spears before reloading. It also acts as a warclub. His icy heart drips chunks of ice from the center of his chest. He can project the ice in 30' long 30' wide cone. All who are hit must vs death or become sickened from a disease losing a hit point per round until dead. Those who die will rise as an undead under his control. Treat as ghouls but their paralysis attack is cold -based. Those willing become thoul-like. Ojas dislikes fire because it melts his heart which will regrow in 10 turns but he sometimes will deliberately poison things with his icy heart drippings (ingestive TYPE A) in human water sources like springs, well, etc.. He can gate in 4-5 snuwintikus/8-9 mtontnuks/13-20 mqumdas/17-22 wintikus at will once per turn.
Attanahwojas lives in a darkened valley of dead coniferous trees stunted under the shadow of humongous evergreens reaching up to the heavens (climbing these trees leads out of Tarterus). There in the darkest part of the forest the monstrous god lives in a great longhouse made of the undead carcass of a massive elk's head and trunk. The 100 foot high head has a continuous deep and hollow moan in its state of never dying misery where it lashes out (3d6 damage) at any entering the longhouse through its neck. Within the temperature is even colder with tortured human spirits droning in pain cooped up in stalls and cages. It is said that when Attanahwojas needs company he will lure those lost in the wilderness to a gateway to his realm which he can create once a year.

Amongst humans of the Far West, Attanahwojas will be featured on totem poles and ceremonial masks to ward off his evil from harming the immediate group often directing him toward enemies in general or specifically
in the use simple rites like punish enemies (see below):

Clergy will be mtontnuk (see below) wearing green-faced masks with long noses and flabby lips with scalped human hair for wigs. Their holy symbols are similar. At 3rd level (their maximum shaman level) their shamans have a starvation of the cannibals spell (see below). 
Mankind does not associate Attanahwojas with his "Western" (READ: transoceanic to the East) or other troll god counterparts but in dark sorcery circles it is well known that Ojas and Unt the Great Troll (see this blog elsewhere) are associated closely in some manner.

NEW SPELLS

Punish Enemies (Universal Magic)

Level: 0
Range: 100 miles
Duration: Until counter spelled
Area of Effect: Lands of the enemy
Components: V,S,M
Casting Time: Feast starts at sundown then dancing ends at dawn.
Saving Throw: Only if spell is countered with same ritual

This type of spell is 0 level as it can be performed by 0 level non-clergy. The casting involves dancing all night around a ceremonial fire where symbolic effigies are burned of the target person, group or people. The first part of the spell is having a feast of a large animal and burning the leftovers and remains. Dancing commences until dawn and participants chant the names of good deities in association with their group or people and then call upon dark deities in the name of their enemies. Midway through the rite, symbols or effigies of the enemies are destroyed in the fire. The simple but potent effect is that an evil deity is now focused on the enemy until they suffer in some way. This can be the form of:

On a d20:
1-7: Evil sendings (curses, plagues, etc.)
8-14:Summoning related monsters
15-19:The evil deity visiting in disguise (5% chance of multiple deities)
20: The evil deity directly attacking (1% chance of multiple deities)

+5 on rolls if its vengeance for brutal death of non-combatants

NOTA BENE: Those involved in the rite will permanently lose one point of charisma.

Components: Material: feast, effigies Somatic: dancing all night Verbal: good god(s) chant associated to allies and evil god(s) chanted associated with enemies

Starvation of the Cannibals (Alteration-Necromancy)

Level: 2 (cleric)
Range: 1"
Duration: One month
Area of Effect: Connected lands within a mile of the body of affected water


Components: V,S,M
Casting Time: One night
Saving Throw: Nil


This spell when cast over a body of water will make all animals and plants within one mile give a fraction of their nutritious value to humans and humanoids (1/10th: 30 meals a day to stay fed). Only eating the flesh of a sentient humanoid will grant greater nutritious value. Half the value of the nutrition (6 meals a day) but full nutritious value if it is the same people as the afflicted (DM discretion). Druids or other clergy of natural forces will immediately sense something is not right if walking on the affected area. They can dispell this spell in whole after a water purification spell (purify water;purify food & drink) is cast on a small section of connected waters. The material component for this spell is a handful of powdered intestinal parasites (worms of various sort will do).Somatic component caster holds powder to their own belly while waving other arm and shuffling by the water's edge. Verbal component is chanting the word "Hunger" over and over.

 
SNUWINTIKU (Greater Far Western Troll/Far Western Troll Mage)

FREQUENCY: Very rare (Far West)
NO. APPEARING: 1
ARMOR CLASS: 1
MOVE: 9"/12"
HIT DICE 10
% IN LAIR: 5%
TREASURE TYPE: G (magic), V
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-16 or by weapon (see below)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral (Evil)
SIZE: L( 10' tall and see below)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
VII/2550 +14 per hp


Snuwintiku is the greater troll of the Far Western lands across the ocean. They appear almost as undead humans with white eyes and lipless chewed away mouth-areas. These creatures almost seem human but have a blue-green overcast to their skin. Treat them as cold-using creatures and cold attacks do no damage. They can fly magically. If wounded they must go into cold water (or snow) to regenerate 5 hp per round. In this state, they can grow to a height of 18' tall and when this happens the strange armament that they carry, two antler shaped piercing weapons, grow in proportion. One is silver with one point (1-6 normal damage/2-12 enlarged damage) the other is golden with two points (1-12 damage/2-24 enlarged damage). Twice per day, the snuwiniku have the ability comparable to the three attacks of a wand of frost (q.v.) except the damage is higher and its treated as a 10th level caster )Ice storm: 4d10, wall of ice 50 dmg/fire-using creatures save vs death or die/cold-users 20 dmg, cone of cold 20-40 dmg, for each attack resulting in death the victim becomes an ice statue who melts away into nothing (Item saving throws vs magical frost if not passed disintegrates into water upon melting). They can talk through icy winds they generate and call for the service of mtontnuks (3-4), mqumda 20-30 or wintiku 12-18 in the name of Attanahwojas the Great Liar. Their alignment can be flexible but sometimes this does not last. If they are treated kindly these monsters will appear more and more human (shrink in size, mouth heals and complexion robust) if they continue living peacefully. They will protect those that they befriended once however once they go back to fighting they will never be friendly towards its kindly benefactors again and will devour them as soon as they're through with who they are fighting. They will then proceed to "repent" their weakness by waging war on an isolated human settlement to appease the Great Liar.

 
MTONTNUK (Far Western Troll)
FREQUENCY: Uncommon (Far West)
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 9"/12"
HIT DICE: 6
% IN LAIR: 60%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10 or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Evil (chaotic)
SIZE: L (10' + tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
VI/400+6 per hp


Mtontnuks (pronounced MM-TONT-NUK) prefer to dwell in ruined forests of dead branches, polluted giant beaver created lakes and underground in the carved cities of evil manitou (demi-humans) especially the legendary chattawanna (evil-fanged cannibal dwarves whose breath means death. Note: coming soon. In the meantime treat as duergar, derrro or trow). They are very strong and powerful. They are armed with the following:

Giant stone tomahawk (1d8 damage)
Giant stone dagger (1d6 damage)

They have the following magical abilities: fly, enlarge (in cold water or snow to 20 ft tall doing 2-20 dmg or +12 by weapon)

They regenerate 3 HP per round if submerged in cold water (or snow) treat them as cold-using creatures. Cold attacks do no damage.

Leaders will be found in groups of 11 or more. Consider these as 8 HD/2-11 dmg/AC 4. If 35 mtontnuks or more there will be 3 leaders and a chief 9 HD/3-12 dmg/AC 3. The chief will have giant wolverines as pets. Their lairs will be filled with slaves that they eat when necessary. On average it is goodly Far Western demi-humans (known as "manitou") but most Mtontnuks keep giant beavers as slaves/food.

They can speak common tongue of the Far West and the language of Far Western trolls.

 
MQUMDA (Lesser Far Western Troll)

FREQUENCY: Common (Far West)

NO. APPEARING: 20-200
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 3
% IN LAIR: 10%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Evil (lawful)
SIZE: M (6'+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
III/35+3
leader/bodyguards: 60+4
war chief: 90+5

The name mqumda (pronounced MM-COME-DUH) inspires fear in the roving nomads of the Far West. They are high end of the rank and file humanoid soldiery from the underworld. They are subterranean but come up and hunt in packs of 20-30 in dark forests. Their prey is usually humanity. Those gone missing in the wilderness without a trace are usually their handiwork. They build their tunnel entrances in the bases of large trees these can be detected by druids on a 1 in 6, rangers on a 1 in 8 and all others on 1 in 10 unless searching the area.

They will have giant walking sticks as guards/pets (coming soon in the meantime treat as poison-spitting centipedes).

Their armor is of bone and leather which is equivalent to studded leather armor.

Any group of mqumda are likely to weapons in this assortment:

Tomahawk & Club 5%
Tomahawk & Spear 10%
Tomahawk & Bow 10%
Spear & Club 10%
Tomahawk 25%
Club 20%
Spear 20%

If a group of 30 are encountered their leader will have 4HD if 100 or more are encountered there will be a war chief of 5 HD of the biggest size about 8 feet will have crude metallic armor AC 3 and have evil semi-intelligent rocs as mounts. The war chief will have 11-18 bodyguards of 4HD.

Note: Due to the lack of currency for the Far West, their treasure for coins will be in chunks of the metal equal to about 5 coins.

NOTA BENE: Mqumda are NOT cold-using creatures but revere the Great Liar and are related to the associated "trolls" (SEE WINTIKU BELOW). They also speak the language of Far Western trolls and likely the language of nearby evil "manitou" (demi-humans).

Description: Mqumda are bright pumpkin orange in complexion with yellow tusk-like fangs. Their squinting eyes are a solid black with green pupils that show on reflection.

 

WINTIKU (Least Far Western Troll)

FREQUENCY: Rare (Far West)
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 2
% IN LAIR: 10%
TREASURE TYPE: B in lair
NO. OF ATTACKS: 3
DAMAGE/ATTACK: by weapon after transformation 1-4/1-4/1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Regeneration, crude invisibility while in trees
MAGIC RESISTANCE: Standard
INTELLIGENCE: See below
ALIGNMENT: Neutral evil
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
II/28+2

The wintiku appears as a human although on close inspection they seem pallid on the verge of death but they are not undead. They are more like a cross between a human lycanthrope and a troll. When it gets hungry, the wintiku takes on bestial features but they will do anything to prevent this from happening because they lose their mind. This remedy takes the form of eating everything and everyone available. Usually by deceit (leading people into traps, etc.) If they don't eat three times their mass ( Usually 3 or more people) then they will transform. Their intelligence drops from average to animal.

Fire does double damage but they regenerate 1 hp per round in cold water (or snow). Burning them is important but their icy hearts must be melted to totally destroy them.

Humans who have fallen into cannibalism and depravity slowly draw these creatures to them. Once the wintiku comes near to where the cannibal lives it then hides up a tree (treat as invisibility for this purpose only) and whispers to them at night. After 30 nights the cannibal emerges as a newly formed wintiku. If opposite gendered they will breed. Offspring percentage chance: 50% a mqumda, 35% mtontnuk, 15% snuwintiku


COPYRIGHT GENE WEIGEL 2017

Friday, January 13, 2017

BUCKNALL'S BOUNTIFUL BUSHEL

This seemingly innocuous round wooden container holds 120 medium sized apples, 100 large-sized or 150 small-sized apples. They appear green, red, yellow, red-yellow and an unnatural metallic gold.

The green apple cure disease as spell.

The red apple is poisonous (Type C: onset 1-2 rounds; 20 h.p. dmg if save; 40 h.p. dmg if no save)

The yellow apples heal 1d10 hp.

The red yellow apples make the eater see stars during the day, indoors or underground for a turn per bite or an hour if they eat entirely. Dweomer fades after one turn of not eating.

The metallic gold apple can see into the astral and ehthereal plane with the same time as the red-yellow apples (for a turn per bite or an hour if they eat entirely. Dweomer fades after one turn of not eating.)

If all apples are removed then the basket loses its dweomer. If at least one of all colors remain then the basket keeps its magic indefinitely replacing all 5 colors.

NOTE: 1 medium-sized apple apple equals 10 encumbrance, small sized apples 5 encumbrance and large-sized 15 encumbrance but collected in the basket any type is 500 when full and the basket is 0 when down to 5 apples.

Also all apples will lose dweomer if removed from bushel basket for more than a turn without a bite. The dweomered bushel basket will keep them fresh indefinitely if never removed.

Experience Point Value: 5000 x.p.
G.P. Sale Value: 10.000 g.p.

Copyright Gene Weigel 2017

Saturday, November 19, 2016

CAMPAIGN CLASSICS: THE LESSER TARRASQUE

LESSER TARRASQUE 

FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 8" (+3" rush)
HIT DICE: 8
%IN LAIR:  20%
TREASURE TYPE: F
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1-6/1-6/

1-12/16-25/1-10
SPECIAL ATTACKS: See below
SPECIAL DEFENSE: See below
MAGIC RESISTANCE: 

50% bolts and rays only
INTELLIGENCE: Animal
ALIGNMENT:Neutral
SIZE: L (25' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes:
Nil/nil
LEVEL/X.P. VALUE: VIII/1550 + 10

The lesser tarrasques are not as legendary as their unique namesake. Sometimes they are mistaken as such and attract monsters (including "men") of low intelligence in its proximity who will sacrifice to one as a living god.

Like their feared namesake, they have similar attacks although of lesser bent. Vicious claws (1-6 dmg), tail lash(1-12 dmg), razor sharp bite (1D10+15 dmg) and a rushing attack with horns (1-10 dmg altogether). The bite is not as devastating but it does more with damage.  The carapace is tough but only benefits a 50% magic resistance against rays and bolt type magic. The lesser tarrasque does not regenerate tactically. It will heal all its hit points in one night of rest and it can restore limbs if held to the stump in two turns.

 Like the tarrasque the lesser tarrasque are also hungry things but they have no dormant state so if they do not feed in a few days they rampage. Smashing through villages without regard for food until their rage subsides (20 turns). Once calm they will begin consuming all organic matter. After consuming all in sight, they will go into a bloated torpor under a lake. Lakes that have hosted lesser tarrasque become stagnant and some even poisonous (50% chance Type A insinuitive).


Upon its death the remains of its underbelly are turned into a metal of a quality that just reaches the properties of meteoric iron (+3). It is known among sages of the physical universe as "inferior tarascium" and has a value of 5 in encumbrance gp weight.  The remains yield  5 to 10 in encumbrance gp weight which can make 1 to 2 shields. The hard carapace on its back when rendered down yields 10-100 poor quality diamonds (base value 500 gp).

Some lesser tarrasque have been used as mounts by powerful adventurers but this takes up to a year to break one in under the heaviest attention and they must never have been ridden before. They can be raised from birth and will bond with one rider for life but will never take another. Their eggs have a market value of 10,000 gp.

Unlike the tarrasque, the lesser tarrasque are quadrupeds. However they have some ability to manipulate things in their forepaws. They have an affinity at opening doors and manipulating objects of simple complexity. They only cohabit the same space briefly to breed burying their eggs deep in underground ravine wall cracks. When they hatch they go in opposite directions.

Description: They have a lion-like mane of green and are covered in silvery scales.


COPYRIGHT 2016 GENE WEIGEL

Wednesday, November 16, 2016

SECRET OF THE GREATER TROLLS PART SIX

YEEG (Eastern Troll/"True Ninja")

FREQUENCY: Very rare
NO. APPEARING: 2-16
ARMOR CLASS: 3

HIT DICE: 9
% IN LAIR: 0%
TREASURE TYPE: C
NO. OF ATTACKS: 1 or 2
DAMAGE/ATTACK: Sneak attack 1-10 chop 

to back of neck, needle like claw attacks 
(1-12/1-12) or by weapon (usually Eastern 
medium and small knife swords 1-10 
damage and 1-6 damage)
SPECIAL ATTACKS:
Surprise 5 in 6
SPECIAL DEFENSES:
Hide in shadows as 15th level thief, teleportation
MAGIC RESISTANCE:
Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes:Nil/nil
LEVEVX.P. VALUE: VII/
2700 + 14


Far to the East of the Swordlands, there are distant cousins to trolls call yeeg who are so greatly feared that human assassins replicated their magical nature and style to instill fear. Only the highest ranking assassins know of their existence and secretly ally with them.


These monsters have abilities like 10th level thief functions but they are as a 15th level thief with HIDE IN SHADOWS (99%). They have innate magical abilities: create smoke 10' radius lasts for 3 rounds, become an exact replica of medium-sized being (shape/smell/voice/mannerisms/clothing) for 1 round (must focus on the one it is copying for one turn. Once cast it has to recopy. Can be disbelieved as an illusion.) and teleportation (up to 100 feet in any direction)


.They randomly kill human and human-like beings for thrills and the assassin cults (ninja) cater to this depravity. They will never work alongside of demi-humans (For the purpose of moving away from the mentality of ORIENTAL ADVENTURES (1985) the term "yokai" will refer to Eastern elves, dwarves, gnomes, halflings, etc.) and consider them less than food. Ogre mages (Eastern ogres or "oni") they consider enemies and will foil their plans if they can. Other humanoids (called "henge" see "yokai" above), in particular, the teeg and flayers (see below for both). Note: the yeeg will sometimes dwell nearby these races in dark and inaccessible crevasses. In addition, the yeeg, contrarily by some weird tradition, will answer the summons of goodly nagas and good-leaning yakshas (treat yakshas as neutral ogre mages with tendencies for great good and evil) to terminate an evil enemy of theirs but will ignore their evil counterparts the spirit nagas and rakshasas.


They have 60' infravision and the cannot stand sunlight (-2 to attack on an overcast day; in direct sunlight they take 1-6 damage per turn)


Description: The yeeg are so dark their skin seems to absorb light. Their eyes are even darker with no discernible color and are barely visible.

TEEG (Lesser Yeeg/Eastern Hobgoblin)

FREQUENCY: Uncommon
NO. APPEARING: 30-300
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 1
% IN LAIR: 40%
TREASURE TYPE: Individuals 1; C,
J (x2), Q ( X 5), S in lair
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-8 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES:Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: L (7+ tall)
PSlONlC ABILITY: Nil
Attack/Defense Modes:Nil/nil
LEVEL/X.P. VALUE: I/
10+1
Chongi(lieutenant): 10+1
Lanksho (subcommander): 35+3

Teeg are a distant subrace of the yeeg who they hold in highest regard. They cannot interbreed with yeegs but they will often mate together as well as have a yeeg as a total dictatorial leader. This total militaristic subservience has likened the teeg to Eastern hobgoblins to those wandering adventurers and knowledge-seeking magicians of the West.

They have no tribes and all go by sets of five hundred ("wubi"). Each group has a lieutenant ("chongi") for every 50 of them. Maximum hit points. There also will be a subcommander ("lanksho") for every hundred (3HD). Deep in the earth under misty shores and islands, they will have large dungeon lairs with wide training rooms for marching troop formations. For every number of males, there will be 200% females and 500% young. They always will be surrounded by troop areas in every direction with the exception of large underground saltwater rivers which run through their lairs which lead out to the sea. Their lairs always have a sewer stench but they keep the waterways clear for ocean predators which they treat as pets. Sometimes they will have evil cetaceans (whales, dolphins, etc.) working with them as bodyguards and spies. The presence of yeegs can be felt but they are never seen amongst teegs they control. They must be summoned by ritual feast preferably human sacrifice.

Teegs have the following typical weapon distribution:

20% Knife sword and long bow
20% Knife sword and spear
20% Knife sword and whip
30% Polearm
10% Spear

They fish but they do not like boats as a concept. Teeg prefer land but can hold their breath longer than humans (hence the smell of their lairs). When they rarely raid villages it will be a complete purge of the population with no regard for plunder (with magic being an exception). They will cover their tracks by knocking down everything to feign a storm.

Description: Teegs have pale white rubbery skin and light green pupiless eyes. They sometimes paint war paint on their face (Note: around their eyes and foreheads in the depiction).


CHAG (Eastern Mind Flayer/"Cave Flayer")



FREQUENCY: Rare
NO. APPEARING: 3-18
ARMOR CLASS: 6
MOVE: 9"
HIT DICE: 5
% IN LAIR: 20%
TREASURE TYPE: Individuals M (x2), 
C,S
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2-4/2-4/2-6/
2-6/2-6/2-6 
or by weapon (see below)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (8'+)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IV/130+5



In the East, mind flayers are not found at all amongst subterranean underworlds, however, there is an Eastern counterpart that seems to be derived from some common ancestor: the chag as they have come to be known by cave delvers and dwellers.


These monsters are unlike their Western cousins in all except general appearance. They are larger in height, strong as a troll (18), have no psionic powers in any way and are quite dumb. They are very limber and muscular for weapon fighting but they limit themselves to short edgeless swords (sometimes made of wood or even stone 1-4 dmg). If they make two successful attacks with their four tentacles chag will pull opponents onto the pointed and unbladed spike for 3d6 damage. They call it their "tooth". Their tentacles stretch to 5' length and attack in a flurry of hooks. In addition their tentacle attack can be used to neutralize weapons if two make succesful hits in one melee round. The tentacles holding the weapon can be broken free in one round if opponent's STR is 18 with lower STR adding rounds for each increment below 18 (Ex: 15 STR would be 4 rounds, etc.)


If found in their lair there will be a chief (6HD, AC 4) and 3 subchiefs (max hp). Females are indistinguishable from males visually, and in prowess, but young are small (4' tall; 2 HD; claws 1-2/ tentacles 1-3). They will have many small to medium-sized cephalopods (treat as small as 1-2 hp/dmg and medium as 1-4 hp/dmg; AC 8; if poisonous use insinuitive type A.) as companions (some are even considered mates that they sleep with. They have no regard for other humanoid sexual behaviors and will sometimes walk around with a "second head" on its shoulder that is a cephalopod that it is in coitus with.). As they prefer land, they keep their tentacled friends in connecting pools in their dank lairs. All goods are below water stored in various mollusk shells which is their carnivorous usual diet but they have a strange craving for the pineal glands of bipeds with high INT, WIS, & CHA every once and a while.


Their amphibious skin is slick so they will not be far from caverns near seasides or under saltwater swamps.


Their coloration is a pale green head with black eyes but their bodies are completely black almost giving them the appearance of a medium-sized octopus (with 4 tentacles visible; the chag has four) if seen in a darkened water.


COPYRIGHT GENE WEIGEL 2016

Monday, October 17, 2016

SECRET OF THE GREATER TROLLS PART FIVE

DRAGON TROLL




FREQUENCY: Rare

NO. APPEARING: 1- 4

ARMOR CLASS: 0

MOVE: 12"

HIT DICE 8

% IN LAIR: 50%

TREASURE TYPE: B

NO. OF ATTACKS: 3 or by weapon (+6 strength)

DAMAGE/ATTACK: 3-8/3-8/3-18

SPECIAL ATTACKS: Breath weapon (see below)

SPECIAL DEFENSES: Thrive on fire

MAGIC RESISTANCE: 5%

INTELLIGENCE: Highly intelligent

ALIGNMENT: Neutral evil

SIZE: L(8'+ tall)

PSlONlC ABILITY: Nil

AttackIDefense Modes: Nil

LEVEL /X.P. VALUE: VI/1175 + 10



 

Dragon trolls are neither part dragon nor part troll. Rather they just seem to be born of such a combination and rely on the mistake of opponents assuming it hates fire. These vicious monstrosities have no rhyme or reason and should be put down right away. They thrill at burning foes and will have many fire-based traps in their lairs. These beings seem to thrive on destruction and they are never seen eating. Some say they eat fire and smoke.

 
One of the powers of dragon trolls is that they thrive on fire. When they are hit with fire attacks they gain armor and hit points temporarily. If a dragon troll is burnt for 10 damage then their armor increases by one and their hit points increase by 10. This is cumulative and lasts for 8 turns. The other thing included in this ability is even more dangerous. The dragon troll's fiery breath weapon increases every time it is hit with a fire attack. The breath weapon is base 3-24 and all fire-based damage that the dragon troll has accumulated is added to the the breath weapon damage for a one time effect. They can breathe fire twice a day.



Treat their all iron axes as halberds.if heated they are treated as having the properties of flame tongues for 3 rounds but with these bonuses:



+1 vs. regenerating creatures

+2 vs. cold-using, inflammable or avian creatures

+4 vs. undead


 
One of the things about dragon trolls is that they do not like the company of trolls. They prefer orcs, ogres, and gnolls but will entertain most humanoids of any evil alignment usually catering to their crudest traditions with great zest. Creatures of the Elemental Plane of Fire hate dragon trolls and will actively avoid them if summoned. Most elementals, dragons and fire-using creatures find dragon trolls repulsive as well. Even though dragon trolls like most evil creatures they only work for temples of a neutral and evil ideology. 

COPYRIGHT GENE WEIGEL 2016