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Template Grafts | Universal Monster Rules


Troll

Source Alien Archive 3 pg. 120
Ancient and implacable, trolls are fierce carnivores whose regenerative powers allow them to survive in nearly any environment. Those same powers make trolls voracious, and a hungry troll is relentless and fearless when in search of food.

Trolls prefer the cold air and clean winds of high mountains. In almost any environ, however, trolls are apex predators, with an acute sense of smell that allows them to detect hidden prey.

Trolls have curved claws and teeth, perfect for tearing flesh from bone or ripping armored hide open to reveal the tender flesh beneath. Over-inflated confidence comes naturally to trolls, leading most to have little sense of self-preservation. The remarkable regeneration trolls have means they rapidly recover even from significant wounds. In combat, a troll attacks recklessly in pursuit of food or while defending its territory. Trolls eat what they take down, and they don’t wait until their prey is dead before doing so.

Despite their aggression toward other creatures, trolls are nurturing toward each other and their young. Female trolls form groups to raise juveniles, teaching and sheltering their whelps in turns as each female takes time to hunt. Male trolls are more solitary. Once grown, they strike out on their own to claim territory, usually rejoining other trolls only to duel or mate. However, male trolls have been observed raising troll young when female trolls are absent.

Some corporations, hoping to profit from research on trolls, go to great lengths to acquire live specimens. Some seek the secrets of regeneration for use in medicine. Others are less moral in their intentions. Trolls can survive even the worst experiments, and viable mutant strains can result from such unscrupulous research.

One of the most heinous of these “evolutions” is the void troll. As a wounded troll regenerates, specific magical conditions and exposure to cosmic forces without the protective barrier of an atmosphere can sear away the troll’s weaknesses. What this torturous process leaves behind is a more powerful troll, its regrown and irradiated hide as hard as modern composites and capable of reffecting lasers and magical energies.

Trolls can be up to 14 feet tall and weigh up to 1-1/2 tons. A troll’s heavy head, long jaws, and thick, hunched shoulders make it appear shorter and stockier than it is.

Aliens in the "Troll" Family

NameCR
Troll5
Troll, Quantum6
Void Troll14

Troll, Troll, Quantum

Source Starfinder #26: Flight of the Sleepers pg. 60

Troll, Quantum CR 6

XP 2,400
CE Large humanoid (giant)
Init +2; Senses blindsense (scent) 60 ft., darkvision 60 ft., low-light vision, radiation sense 60 ft.; Perception +13

Defense

HP 80
EAC 17; KAC 19
Fort +10; Ref +8; Will +5
Defensive Abilities fast healing 5, spawn polyp, versatile regeneration 5 (see text); Immunities radiation

Offense

Speed 30 ft. (see spooky action)
Melee bite +14 (1d8+11 P; critical wound [DC 14]) or claw +14 (1d6+11 S; critical wound [DC 14])
Space 10 ft.; Reach 10 ft. (see spooky action)
Offensive Abilities spooky action, two-headed maul

Statistics

STR +5; DEX +2; CON +5; INT -2; WIS -1; CHA -2
Skills Athletics +18, Intimidate +13
Languages Common
Other Abilities tracking (scent)

Ecology

Environment any
Organization solitary or gang (2–4)

Special Abilities

Fast Healing (Ex) A quantum troll exposed to radiation—whether from an attack, a hazard, or other effect—benefits from its fast healing while exposed or for 1 round after a brief exposure, such as an attack.
Spawn Polyp (Ex) If a quantum troll takes a critical hit while its regeneration is functional, a troll polyp (page 61) tears free of the damaged area and lands in an open space adjacent to the troll. This polyp starts with Hit Points equal to the damage the critical hit dealt.
Spooky Action (Su) A quantum troll exists in several possible quantum states at once. It threatens squares within 30 feet of it. In addition, as a move action, it can teleport up to 30 feet to an unoccupied space it can see, or as part of a full action, it can teleport 15 feet. The troll must teleport at least once per round if it can. A creature able to see the invisible, or with blindsight or true seeing, can make an attack of opportunity against the troll when it leaves its space as it teleports if the troll is within reach in its staring space or its arrival space.
Two-Headed Maul (Ex) If a quantum troll hits the same target with two claw attacks or with one claw attack and one bite attack during the same turn, it can attempt another bite attack against that target with a –4 penalty to the attack roll.
Versatile Regeneration (Ex) A quantum troll’s regeneration stops functioning for 1 round only if the quantum troll takes simultaneous damage from more than one energy damage type during the same turn or takes damage of three or more energy types in a given round. If one foe readies an action to attack the quantum troll when another foe does, the two attacks are treated as occurring on the same turn for this ability’s purposes.

Description

Quantum trolls were the result of gray experiments intended to create highly mobile and resilient guardians. In these experiments, gray scientists severed trolls’ limbs and placed the trolls and their limbs in a state of superposition, hoping that new trolls would grow from the severed limbs while the origin trolls regenerates new limbs. These trials only partially succeeded, resulting in the creation of quantum trolls and troll polyps (page 61). Quantum trolls are two-headed trolls that exists in multiple quantum states, able to skirt the laws of reality by teleporting erratically.

A typical quantum troll is about 13 feet tall and weighs approximately 2,500 pounds.