Trolls
Where in many fantasy worlds to date Trolls are largely stupid and malicious creatures, here in Colabria only one of those presumptions are accurate. True to other fantasy world’s lore in some ways, Trolls are large humanoid creatures who are fierce defenders of their own lands and well geared towards violence. However Trolls are not stupid, they possess a rather keen eye for seeing intelligence in nature and are more than happy to use such intelligence to make themselves stronger and allow themselves to indulge in the finer things in life. They have a vague structure to their civilization, even though they are scattered throughout the world, and most tend to stick to it. The Gor’reg Trolls are different though, they have been exiled by the rest of Troll society as being too vicious and cruel even by their own standards, though their cruelty has allowed them to create wondrous things and make incredible arcane and natural discoveries that have advanced them well beyond the rest of their race.
Troll Traits
All Trolls share some traits with all other Trolls.
Keen Smell: The Troll has advantage on Wisdom (Perception) checks that rely on smell.
Will to Survive: When the Troll reaches half hit points, it activates an enraged state, making it deal an extra 1d4 damage on each attack it makes until it is killed or knocked unconscious.
Gor’reg Trolls
Gor’reg Trolls were exiled from larger Troll society because of their brand of cruelty that gave them the determination to do anything they had to in order to advance their people and survive. One such advancement they made involved experimenting on the Teppywigs and developing a serum made from the Teppywig’s healing heart to allow them to regenerate over time just as they do. The process is cruel and torturous and the Troll’s trickery has led the Teppywigs to walk blindly into their arms.
Regeneration: The Gor’reg Troll regains 10 hit points at the beginning of each of its turns. If the Troll takes Acid or Fire damage, this does not function on their next turn. The Troll can only be killed if it is hit to 0 hit points and does not regenerate on its turn.
Troll Actions
Multiattack: The Troll makes two attacks, one with its bite and one with its weapon of choice, OR two with its weapon of choice.
Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Greatsword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+4) slashing damage.
Greataxe: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) slashing damage.
Greatclub: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.
“One, two, three… you’ll never be free,
Four, five, six… you’ve fallen for our tricks!
Seven, eight, nine… I see you under the weeping water line,
Ten… reemerge into our Troll den.”