KING

Warren Troll

Giant

T2d6Sovereign

A huge, endlessly regenerating troll that has claimed a warren of tunnels as its own. Only fire or acid can stop its wounds knitting back together.

Tier 2  ·  Role Sovereign  ·  Pool Vigor 5 / Vitality 18  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg d6

AC119 base + 2 Sense
Vigor5Tier + Heart mod, regenerates
Vitality1810 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+3d20 + bonus vs AC, two or three a turn
Damaged6crit 2d6
Save DC13Tier 2 DC
Crit18+Cunning 14
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body22+6d12
Mind6-2-d3
Sense14+2d4
Heart16+3d6
Cunning14+2d4
Fate12+1d3

Passives

Passive

Regeneration

Regains 2 Vigor at the start of its turn unless it has taken fire or acid damage since its last turn.

Passive

Mindless Hunger

Too hungry to fear death. Fights on even at 0 Vigor instead of fleeing.

Maneuvers

Maneuver

Powerful Slam

A wild overhand blow. If this attack hits, the target is knocked prone.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Rending Grasp

Telegraph · disrupt d6 · Body save

Seizes a creature within reach in both huge hands and tears. The target makes a Body save (DC 13); on a failure it takes 2 damage, on a success it takes 1 Vigor damage.

Tactics

GM tactics

Mindless hunger drives it to keep fighting through wounds that would fell anything else. Only fire or acid gives it real pause. Retreats into its warren tunnels if badly burned, to heal in the dark.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 2 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d6. A crit rolls two: 2d6.
  • Crits on a natural 18+ (Cunning 14).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.