The huge monsters thought of as "trolls" by the civilized folk are not the whole story when it comes to trolls. While the tough-skinned, hard-to-kill giants are certainly one sort of troll, there are many others. Some are larger and more dangerous, and some are smaller and more cunning. These are the trolls who built a world-spanning culture that lasted for an age, before going into decline.
These are trolls intended as a player race for an E7 game. However, they are suitable for use in any campaign.
Trolls as PlayersEdit
- +2 STR, +2 CON, -2 INT, -2 WIS, -2 CHA. Trolls are strong and tough, but their minds are weak compared to the other civilized races.
- Type Humanoid.
- Size medium.
- A troll's base movement speed is 30 feet.
- Regeneration (Ex): A troll takes nonlethal damage from any source except fire and acid, just like his larger cousins. However, he has no special facility for recovering nonlethal damage, and heals it at a rate of one point per hour. A troll will not regrow lost limbs. Cutting off his head will kill him.
- Light Sensitivity: A troll in direct sunlight is fatigued. He may wear heavy clothing and some manner of goggles to combat this.
- Low-light vision: A troll sees twice as far as a human in low light and shadowy illumination.
- +2 racial bonus to Escape Artist checks. Trolls are unusually flexible.
- Automatic Languages: Common, Troll. Bonus languages: Giant, others
- Favored class: Barbarian
Trolls as NPCsEdit
Trolls tend to stand between six and seven feet tall, but generally adopt a hunched-over posture to accomodate their unusually long arms. Their skin ranges in color from mossy green to sky blue to slate grey, and their eyes are yellow, orange, or red. Their hair can be virtually any color, and both species have overdeveloped incisors, almost small tusks, constantly protruding from their mouths.
Trolls are lanky and shot through with ropy, wiry muscle. They are unusually flexible.
Another in the series of Warcraft-to-D&D conversions, these trolls are designed as a race of tribal savages with the capacity to control territory in great numbers. Their regeneration, while potent, is significantly toned down from the "real deal," in that decapitation (a coup de grace) can kill them without need of burning them alive, and they have a weakness built in to compensate. Thus, I do not believe they warrant a level adjust.