Troll Berserker

From Epic Path
Revision as of 15:13, 16 April 2021 by Reese (talk | contribs) (Text replacement - "<!-- OUT OF COMBAT -->" to "<!-- OUT OF COMBAT -->")
Jump to navigation Jump to search

Troll Berserker (CR 16)

Chaotic Evil - Large - Humanoid (Giant)
Lore: Know (Local)
32 47
Basic DC Full DC
Initiative
Initiative Icon 2.png
27
Perception:
37 +27
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
38
Man Def
Shield Icon 3.png
39
Monster Health
475 237 31
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +13
Refl: +18
Will: +13

Strong Against:

  • Regeneration 95 points per round
Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+26
Sword Icon 3.png
Man Off
+27
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Berserker's Bite +26 (4d10+28/x2)
    as crushing (physical, common)

Full Attack (Melee):

  • 1x Berserker's Bite +26 (3d10+26/x2)
    as crushing (physical, common)
  • 2x Berserker's Claws +26 (4d6+8/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

  • 1x Hurled Bone +24 (3d10+26/x2)
    as bludgeoning (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Full Attack (Ranged):

  • 3x Hurled Bone +24 (3d10+26/x2)
    as bludgeoning (physical, common)
    (Increment: 30 ft.; Max Range: 150 ft.)

Siege Damage: Not siege capable

Statistics

26
STR
24
DEX
25
CON
5
INT
7
WIS
8
CHA

Skills:

Languages: Comprehend, but cannot speak, Giant

Feats:

  • Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
  • Mobility (EFFECT: +4 AC against attacks of opportunity from movement)

Special Abilities

Regeneration (Ex) Always On

Troll Berserkers regenerate 95 points of damage at the start of their turns, to a maximum of their normal hit points total. Regeneration will allow a troll to reattach severed limbs or regrow them if they aren't available for reattachment. This regeneration continues to operate even past 'death', and a troll can only be killed by attacking them with fire (energy, common) or acid (energy, common) damage after they have been reduced below 0 hit points. Note that, unlike lower-level trolls, acid and fire damage DOES NOT suppress the troll's regeneration until it is below 0 hit points.

Savage Charge (Ex) Standard Action 1/Enc

Once per encounter, the troll can make a charge combat maneuver against an opponent and make a melee attack against all enemy creatures within its reach at the end of the charge.

Come and Get Me (Ex) Swift Action

As a swift action, a troll berserker can deliberately lower his armor class by 4 until the beginning of his next turn. While active, any attacks made against the troll provoke an attack of opportunity from him. Note that the troll has combat reflexes and gains a +2 circumstance bonus to hit with all attacks of opportunity triggered by this power.

Troll Berserker

Troll Berserker

Troll Berserkers are feral trolls which have abandoned the niceties of normal troll "society", preferring instead to kill anything and everything they come across. While many trolls are cunning and foster a sense of cruelty, berserker trolls are straightforward menaces of brutal savagery and aggression. They are extraordinarily territorial, rarely venturing from their own claimed areas, but meting out swift retribution against any trespassers.

Troll Berserkers are tall, lanky and unkempt, and their skin is pocked with stony growths. They yell a lot during battles, and slaver incoherently when not fighting. It is unclear what sets a troll onto the course of becoming a berserker, but it seems obvious that trolls which take this path never return from it.

Combat Tactics

Troll berserkers are damage engines in combat. They have terrible armor classes, and are easily hit, but regenerate very quickly to make up for this. Between their innate reach and the Come and Get Me special ability, they nearly always get to make multiple attacks of opportunity each round.

Troll berserkers are fond of charging into combat. Once engaged, they will use their move action to dance around the battlefield with Come and Get Me running, hoping to provoke attacks of opportunity in order to dish out their own attacks of opportunity in response. Their mobility feat negates the AC penalty caused by Come and Get Me when doing this trick.

Despite the above tactic, troll berserkers are profoundly stupid, and aren't choosy about their targets. They will usually direct their standard action attacks against the person who most recently damaged them or did the most damage to them, regardless of whether this is the most tactically sound target.

Troll berserkers will never retreat from a fight.

Out of Combat

Troll Berserkers are possibly the 'worst' sort of troll, if that means anything. They are too chaotic and violent to make good minions, although it is not unheard of for Giants to have some cruelly chained in pits to use as living attack weapons, unleashing them upon invaders.

Rewards

XP: 76,800

Treasure: Sellable Goods worth 43,125 gp.

Weight: 160 lbs.     Volume: 6.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)