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The following Westbound preview features one of the most dreaded desert denizens, the voracious sand troll. Troll, Sand Before you stands a gaunt creature with dusty abrasive skin and patchy grey fur. Its eyes, fangs, and talons are a glossy ebony, its expression empty of reason or pity. XP 2,400 CE Large humanoid (earth, giant, shapechanger) Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +8 DEFENSE AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, –1 size) hp 60 (7d8+28); regeneration 5 (acid or water) Fort +9, Ref +8, Will +4 Weakness damp discomfort OFFENSE Speed 30 ft. Melee bite +8 (1d8+4), 2 claw +9 (1d6+4) Space 10 ft.; Reach 10 ft. Special Attacks rend (2 claws, 1d6+6) Special Abilities dust form (DC 17, 3 rounds) STATISTICS Str 18, Dex 18, Con 18, Int 4, Wis 14, Cha 6 Base Atk +5; CMB +10; CMD 24 Feats Intimidating Prowess, Lightning Reflexes, Skill Focus (Survival), Weapon Focus (claw) Skills Climb +8, Intimidate +7, Perception +8, Survival +9 Languages Giant SQ sand walker ECOLOGY Environment hot and cold deserts Organization solitary or gang (2–4) Treasure standard SPECIAL ABILITIES Damp Discomfort (Ex) A sand troll that is exposed to heavy rain or fully submerged in a water-based liquid for longer than 3 consecutive rounds is staggered during the exposure and can’t regenerate for 1d4 hours. Dust Form (Su) As a swift action, and as long as it benefits from its regeneration ability, a sand troll can transform itself into a whirlwind of swirling dust. A sand troll can remain in dust form for up to 3 rounds each day (1 round per 2 HD), and these rounds need not be consecutive. While in this dust form, a sand troll keeps its relative form, but the troll and its equipment becomes composed entirely of dust. Further, it takes no penalties for squeezing, and can move through spaces as if it were a creature three size categories smaller without penalty. The sand troll is also considered incorporeal, though any nonmagical attack it makes deals half damage (50%). Creatures without proper eye protection that are within a sand troll’s reach while it is in dust form must make a Fortitude save (DC 17) each round or become blinded for 1 round. Technological devices (including contraptions) within this area also become coated in dust and sand. If a grit-coated device is not cleaned before it is activated (a full-round action), it has a 10% chance of gaining the broken condition before activation. Further, a grit-coated contraption has a 5% chance to have a mishap upon activation, or a 10% chance if it also has the broken condition (Pure Steam Campaign Setting, page 87). Sand Walker (Ex) A sand troll ignores difficult terrain caused by loose or shifting sand. The sand troll is emaciated and more resembles a troll’s skeleton than a living creature. Unlike other trolls, a sand troll possesses the supernatural ability to briefly transform itself into a whirling cloud of dust, using this ability to blind and disorient his prey, or to slip beyond certain obstacles. A sand troll is stupid, even by troll standards, but is an instinctive hunter that relies on scent and is drawn by blood and rotting meat. A sand troll will typically go for wounded or disabled prey first when hunting game, but when food is scarce, it is not uncommon for a sand troll to venture into civilized areas to loot food lockers or eat unsuspecting victims. The sand troll’s biggest flaw is its extreme vulnerability to rain and water, and therefore generally stays in arid environments. TROLL, SAND CR 6 Copyright 2015, ICOSA Gameworks Produced in accordance with the Open Game License

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The following Westbound preview features one of the most dreaded desert denizens, the voracious sand troll.

Troll, Sand Before you stands a gaunt creature with dusty abrasive skin and patchy grey fur. Its eyes, fangs, and talons are a glossy ebony, its expression empty of reason or pity.

XP 2,400 CE Large humanoid (earth, giant, shapechanger) Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +8 DEFENSE AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, –1 size) hp 60 (7d8+28); regeneration 5 (acid or water) Fort +9, Ref +8, Will +4 Weakness damp discomfort OFFENSE Speed 30 ft. Melee bite +8 (1d8+4), 2 claw +9 (1d6+4) Space 10 ft.; Reach 10 ft. Special Attacks rend (2 claws, 1d6+6) Special Abilities dust form (DC 17, 3 rounds) STATISTICS Str 18, Dex 18, Con 18, Int 4, Wis 14, Cha 6 Base Atk +5; CMB +10; CMD 24 Feats Intimidating Prowess, Lightning Reflexes, Skill Focus (Survival), Weapon Focus (claw) Skills Climb +8, Intimidate +7, Perception +8, Survival +9 Languages Giant SQ sand walker ECOLOGY Environment hot and cold deserts Organization solitary or gang (2–4) Treasure standard SPECIAL ABILITIES Damp Discomfort (Ex) A sand troll that is

exposed to heavy rain or fully submerged in a water-based liquid for longer than 3 consecutive rounds is staggered during the exposure and can’t regenerate for 1d4 hours.

Dust Form (Su) As a swift action, and as long as

it benefits from its regeneration ability, a sand troll can transform itself into a whirlwind of swirling dust. A sand troll can remain in dust form for up to 3 rounds each day (1 round per 2 HD), and these rounds need not be consecutive. While in this dust form, a sand troll keeps its relative form, but the troll and its equipment becomes composed entirely of dust. Further, it takes no penalties for squeezing, and can move through spaces as if it were a creature three size categories smaller without penalty. The sand troll is also considered incorporeal, though any nonmagical attack it makes deals half damage (50%). Creatures without proper eye protection that are within a sand troll’s reach while it is in dust form must make a Fortitude save (DC 17) each round or become blinded for 1 round. Technological devices (including contraptions) within this area also become coated in dust and sand. If a grit-coated device is not cleaned before it is activated (a full-round action), it has a 10% chance of gaining the broken condition before activation. Further, a grit-coated contraption has a 5% chance to have a mishap upon activation, or a 10% chance if it also has the broken condition (Pure Steam Campaign Setting, page 87).

Sand Walker (Ex) A sand troll ignores difficult

terrain caused by loose or shifting sand. The sand troll is emaciated and more resembles a troll’s skeleton than a living creature. Unlike other trolls, a sand troll possesses the supernatural ability to briefly transform itself into a whirling cloud of dust, using this ability to blind and disorient his prey, or to slip beyond certain obstacles. A sand troll is stupid, even by troll standards, but is an instinctive hunter that relies on scent and is drawn by blood and rotting meat. A sand troll will typically go for wounded or disabled prey first when hunting game, but when food is scarce, it is not uncommon for a sand troll to venture into civilized areas to loot food lockers or eat unsuspecting victims. The sand troll’s biggest flaw is its extreme vulnerability to rain and water, and therefore generally stays in arid environments.

TROLL, SAND CR 6

Copyright 2015, ICOSA Gameworks Produced in accordance with the Open Game License