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Troll

Huge, rangy humanoids with lumpy grayish-green skin and regenerative powers

giant regeneration humanoid regenerating chaotic

Basic Fantasy Role-Playing Game

BFRPG

Armor Class16
Hit Dice6*
Number Appearing1d8, Wild 1d8, Lair 1d8
Attacks2 claws/1 bite
Damage1d6/1d6/1d10
Movement40'
Save AsFighter: 6
Morale10 (8)
XP555
Treasure TypeD

Trolls are huge, rangy humanoids with lumpy skin that is a dull grayish green in color. They stand up to 9 feet tall despite having a rather hunched posture, and may weigh as much as 600 pounds. Their skin is rubbery and slightly damp to the touch, and they have long sharp black claws and long sharp white teeth. Trolls have a disconcerting tendency to smile toothily most of the time, as if their brutal lives are the most entertaining thing imaginable.

Trolls speak a primitive language, and are often fluent in Goblin, Hobgoblin, Orc, Ogre, or Giant depending on which of these species live nearest them. A few (20% or so) speak Common.

Trolls are hateful creatures, reveling in combat and bloodshed. Though trolls could easily use a variety of weapons, they much prefer the sensation of flesh being rent by their teeth and claws.

Special Abilities

Regeneration: Trolls have the power of regeneration; they heal 1 hit point of damage each round after being injured. A troll reduced to 0 hit points is not dead, but only disabled for 2d6 rounds, at which point it will regain 1 hit point. Note that the troll may “play dead” until it has regenerated further. Damage from fire and acid cannot be regenerated, and must heal at the normal rate; a troll can only be killed by this sort of damage. The lower morale rating (in parentheses) is used when the troll faces attackers armed with fire or acid.
Limb Reattachment:

The regenerative power of trolls is so great that limbs or other body parts (even a head!) can be reattached if severed simply by pressing the severed ends back together for a moment. Trolls in a group will generally help dismembered fellows to reassemble themselves, but only if it’s convenient. If the severed part is not restored, a new one will grow in its place in 1d4 turns.

Note that a troll with a new head will not remember its former life, nor will it yet know how to speak; it will behave as would any confused and hostile animal.

Variants

Trollwife (1 (special))

A trollwife is a female troll; despite the name, there is no requirement that she be married (nor, in fact, do trolls normally engage in formal marriages). A typical adult trollwife stands 11 feet tall and weighs 700 pounds. They have no outward appearance of femininity, at least according to the standards of humans, elves, or even orcs; rather, a trollwife simply looks like an extraordinarily large troll. Like a normal male troll, a trollwife has lumpy skin that is a dull grayish green in color.

Trollwives have all the abilities and weaknesses of the males of the species; in particular, they regenerate exactly as do the males.

When encountered, a trollwife may be alone, cohabitating with a male (her “husband”), or raising a brood of trollkin. Roll 1d10; on a result of 1, she is living alone; on a roll of 2-3, she is raising her young; on 4 or higher, she is living with a male. If one has a mate or offspring, there is a 1-3 on 1d10 chance she is encountered alone, 4-7 that her mate or young are encountered in her absence, or 8-10 that all are present.

Add 1 to the trollwife’s morale score if she is with her mate, or 2 if she has young present. This means that, unless threatened with fire or acid, a trollwife will fight without checking morale while her offspring are present. If a trollwife’s mate or offspring are slain in her absence, she will track the killers unerringly, and upon finding them will attack with the same morale bonus.

Trollwives are solitary with respect to other adult trollwives, for they hate each other with a fierce passion. If forced together they will put aside their enmity until all non-troll enemies are dead (at which point they may well fight over who will eat the choicest of the remains).

Armor Class16
Hit Dice6*
Number Appearing1 (special)
Attacks2 claws/1 bite
Damage1d8/1d8/2d6
Movement40'
Save AsFighter: 7
Morale10 (8)
XP735
Treasure TypeD
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

Old-School Essentials Classic Fantasy
Armor Class4 [15]
Hit Dice6+3* (30hp)
Number Appearing1d8 (1d8)
Attacks2 × talon (1d6), 1 × bite (1d10)
THAC013 [+6]
Movement120' (40')
Saving ThrowsD10 W11 P12 B13 S14 (6)
Morale10 (8 fear of fire)
AlignmentChaotic
XP650
Treasure TypeD
Intelligent, wicked, 8’ tall humanoids with emaciated, rubbery bodies. Consume the flesh of other humanoids. Dwell underground, in barren wilderness, and in the ruined homes of former victims.

Special Abilities

Regeneration: 3 rounds after being damaged, start regaining 3hp per round. Severed limbs reattach.
Return from death: If killed (0hp), will regenerate and fight again in 2d6 rounds.
Fire and acid: Cannot regenerate damage from these sources. The only way to permanently kill a troll.
Fear of fire: Morale 8 when attacked with fire or acid.
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License
OSRIC
Armor Class4
Hit Dice6+6
Number Encountered1d12
Attacks3
Damage1d4+4/1d4+4/2d6
Move120-ft
AlignmentChaotic evil
IntelligenceLow
XP6/525+8/hp
SizeLarge (9-ft+ tall)
FrequencyUncommon
Lair40%

Trolls are vile, putrid creatures found in almost any climate. They can attack up to three opponents at a time using their powerful limbs to claw and their wicked teeth for biting. After three rounds of combat, their innate regeneration ability will start working, recovering 3 hit points per round. Their ability to regenerate even allows detached limbs to reattach to their body. Severed limbs will even continue to attack foes independently. A troll can only be truly destroyed by fire or acid, and these type of damage cannot be regenerated.

Description: The hides of trolls are a sickly green or grey and they have cold black eyes.

Treasure: Lair 1d8×1,000 cp (10%), 1d12×1,000 sp (15%), 1d8×1,000 ep (15%), 1d6×1,000 gp (50%), 1d10 gems (30%), 1d6 jewellery (25%), 2 magic items or 1 potion (15%).

Special Abilities

Regeneration: After three rounds of combat, recovers 3 hit points per round. Detached limbs can reattach to their body. Severed limbs will even continue to attack foes independently.
Vulnerability: Can only be truly destroyed by fire or acid. These types of damage cannot be regenerated.