A Troll. |
For old school adjacent play in the survival horror genre, rather than a specific setting or system.
It's already established that, mechanically, you can just use Bears to represent unknown monsters, with a spread of threat to suit adventurer level. No problem with that.
However:
Trolls are ready-made horror monsters, by statline and mechanics - especially the 2e AD&D iteration with detachable body parts. Older edition RAW, it can't be killed unless fire or acid is applied, and regenerates from 0 hp. It's not always specified if each severed piece could or could not regenerate into a whole, either.Flavour the bare statblock to taste and serve, burning hot or freezing cold.
In the scenario I envisage, it doesn't matter that a 6 HD monster is going up against 0/1st level characters. In fact, that's the point - the threat is absolute rather than relative. The characters are up against The Monster (or Monsters), not representatives of a global type.
Troll Variants, Too.
These are from 1e AD&D Fiend Folio.
Because it's only the variation rather than the actual monster I'm interested in, keeping the basic Troll statline is no big deal. Exception being the Ice Troll, which can be used RAW as something other than a lone monster.
Are they all vulnerable to fire and acid in the same way as the base Troll? It wasn't always specified in the text. If you've got access to 2e stats, they all get a damage boost.
Giant Troll.
- AC +6, Move Normal Human, HD 8, Attacks 2-16 (weapon) or 2x 2-7 (can split between opponents)
- regenerates 2 hp/round, cannot reattach limbs, but will regenerate from 0 hp unless 10+ fire damage has been inflicted
- if you're using the sever on critical hit option for Trolls, it doesn't work on these
- catch missiles 25% chance
- 2e AD&D says it will grab opponents and use them as a weapon
Ice Troll.
- AC +2, Move 75% Normal Human, HD 2, Attacks 2x 1-8 (can split between opponents)
- regenerates 2 hp/round if in contact with water; detached limbs will travel up to 30' towards water
- magic weapon to hit
- immune to cold
- double damage from fire
- critical hits break off brittle parts rather than sever/slice
Spirit Troll.
- AC +8 (invisible), Move 125% Normal Human, HD 5+5, Attacks claw/claw/bite for 1-3/1-3/1-6 (can split between opponents)
- regenerate 3 hp/round
- magic weapon to hit
- immune to cold
- adds bite damage to its hit points
- claw damage comes off STR, too - recovery in 2-8 turns
- 2e Spirit Troll is AC +10, HD 8 and claw/claw/bite for 2x 3-6 (1d4+2)/ 4-10 (2d4+2)
Two-headed Troll.
- AC +6, Move Normal Human, HD 10, Attacks claw/claw/bite/bite for 1-6/1-6/1-10/1-10 (can split between opponents, but both bites must have same target)
- regenerate 1 hp/ round, cannot reattach limbs
- if you're using the sever on critical hit option for Trolls, it doesn't work on these
- surprised only on 1 on d6
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