Troll, Rock
Rock trolls are relatives of normal trolls and ice trolls, but make their lairs far beneath the earth in underground caverns. They rarely venture forth from their subterranean lairs, for they have a weakness unknown in other troll subspecies—the light of the sun turns them to solid stone. Rock trolls have stony skin studded with crystals, but otherwise display typical troll characteristics—hunched posture, long arms, a large underbite, and powerful regenerative abilities. Because of the crystalline nature of their skin, however, rock trolls prove more susceptible to sonic damage than other trolls, but they are able to regenerate even wounds dealt by fire. Rock trolls are larger and stronger than normal trolls, typically standing 15 to 16 feet tall in height, and weighing upward of 1,200 pounds.
Rock trolls are fond of humanoid flesh, but eat whatever food they can get their claws on. Most underground creatures go out of their way to avoid rock trolls, as the ravenous creatures will eat anything that passes through their territory, as long as it is at least marginally edible. Rock trolls also occasionally eat rocks and minerals, though such fare seems to do little to soothe their voracious hungers. Instead, these minerals supplement the trolls' diet, strengthening their skin, teeth, and claws. Deposits of certain crystals seem especially tasty to rock trolls, and a rock troll who finds such a collection will often gorge himself on the crystalline delicacies.
- HP
- 80 (7d8+49); regeneration 5 (acid or sonic)
- AC
- 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)
- Speed
- 30 ft.
- Init
- +1
- Melee
- bite +11 (1d8+7), 2 claw +12 (1d6+7)
- Space
- 10 ft.
- Reach
- 10 ft.
- BAB
- +5
- CMB
- +13
- CMD
- 24
- Fort
- +12
- Ref
- +3
- Will
- +3
Weapons: Simple
rend (2 claws, 1d6+9)
<p class="stat-block-1"> Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Climb +11, Intimidate +10, Perception +6
- Type
- Humanoid
- Alignment
- CE
- Size
- Large
- Environment
- any underground
- Organization
- solitary or gang (2-5)
- Treasure
- standard
- Senses
- darkvision 60 ft., low-light vision, scent; Perception +6
- Languages
- Giant
- Source
- Bestiary 2
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Uses feat: Intimidating Prowess (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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