(CR 10) Fire-Infused Troll Ranger1/Monk3

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Troll, Fire-infused CR 10
Male fire-infused troll Ranger 1/Monk 3
LE Large giant
Init +2; Senses darkvision 60’, low-light vision; Listen +7, Spot +7
Defense
AC 20, touch 11, flat footed 17 (-1 size, +2 Dex, +5 natural, +4 armor)
hp 113 (6d8+ 42 plus 4d8+28); Regeneration 5
Fort +17 (+19 vs. spider poison), Ref +10, Will +6 (+8 vs. Enchantment)
Offense
Spd 30 ft. (40 ft. if unarmored)
Melee Claw +12 melee (1d6+6 plus 1d6 fire)
Full Attack 2 claws +12 melee (1d6+6 plus 1d6 fire) and bite +10 melee (1d6+3 plus 1d6 fire) or
Full Attack Unarmed Strike +12/+7 melee (1d8+6 plus 1d6 fire) and bite +7 melee (1d6+9 plus 1d6 fire) or Iron Spade +12/+7 melee (2d6+12 plus 1d6 fire) and bite +7 melee (1d6+9 plus 1d6 fire)
Ranged Rock +10 ranged (1d6 +7 /x2)
Space 10 ft; Reach 10 ft.
Special Attacks Rend 2d6+10, Favored Enemy (Humans) +2 , Breath Weapon, Heat
Tactics
Before Combat He uses his cloak of arachnida to leave his lair so no one can follow his trail back to his cache of loot and food. It also helps him set ambush positions without leaving tracks right to it. In daylight, he sometimes extorts food from visitors to the necropolis.
During Combat He is fearless; he dives into combat slashing brutally at the closest and least armored opponent, focusing on them until incapacitated. Undaunted by fire, he tries to avoid the flames and attack. He uses his weapons Reach and Combat Reflexes to good effect. The troll enjoys stalking intruders and trapping them in a web from his cloak of arachnida, then leaping down to power attack and rend poorly armored targets from outside the entangling strands — trusting that his armor, regeneration and natural savagery will decimate foes before they can free themselves. He prefers the taste of humans to all others.
Morale If brought to 38 hit points or less, he flees into the graveyard and uses the cloak’s spider climb to hide in a graveyard tower and nurse his wounds. He gains a grudging respect for the prowess of the PC who fought him, but he despises them. He will often hurl stones at that character’s mount or animal companion before vanishing into boltholes among the tombs.
Statistics
Str 22, Dex 14, Con 24, Int 15, Wis 8, Cha 8
Base Atk +7; Grp +21
Feats Alertness, Iron Will, Multiattack, TrackB, Improved GrappleB, Improved Unarmed StrikeB, EvasionB, Combat ReflexesB, Exotic Weapon Proficiency: Iron Spade, QuickdrawB
Skills Climb +5, Hide +9, Jump +6, Knowledge(Religion) +7, Listen +7, Move Silently +9, Sense Motive +9, Spot +7, Survival +7
Languages Giant, Common
SQ Regeneration 5, Scent, Wild Empathy, Evasion, Fast movement, Still Mind, Elemental Body, Fire Healing, Firewalk
Combat Gear cloak of arachnida, elixir of hiding
Special Abilities
Rend (Ex) If he hits with both claw attacks, he latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.
Regeneration (Ex) Water and acid deal normal damage to the troll. If he loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Flurry of Blows (Ex) When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round.
Evasion (Ex) If the troll makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. He can only use evasion if wearing light armor or no armor. A helpless troll does not gain the benefit of evasion.
Fast Movement (Ex) He gains an enhancement bonus to his speed. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex) He gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Breath Weapon (Su) He can breathe a 30-foot-long cone of fire once every 1d4 rounds. Every creature in the area must succeed on a Reflex saving throw (DC 19) or take 2d6 points of fire damage. A successful Reflex save halves this fire damage.
Heat (Su) Each of the troll’s natural attacks and melee attacks with metallic weapons deals an extra +1d6 points of fire damage.
Elemental Body (Ex) The troll’s body gains some of the qualities of elementals. Each time he is exposed to a poison, paralysis, sleep, or stunning effect, he has a 25% chance to avoid it. In addition, there is a 25% chance that a sneak attack or critical hit deals no extra damage.
Fire Healing (Ex) He regains 1 hit point for each full round that he remains in contact with fire. When struck by a magical fire effect, he heals 1 point of damage per 10 points of damage that the fire effect would otherwise deal.
Firewalk (Su) He can climb an object on fire as though he had a climb speed equal to his highest speed. Furthermore, he can fly at its highest speed with perfect maneuverability so long as he remains in contact with fire, and he can walk on flames at its highest speed, as though walking on air via the air walk spell.

This material originated in a 3PP Source

Page tags: 3x monster npc
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