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Troll, Adept 6 CR 8

Usually Chaotic Evil Large Giant


Init +1 (+1 dex)
AC 15 FF 14 Touch 10
(-1 size, +1 Dex , +5 natural)
HD: 12
HP: 138 (6d8+45, 6d6+45)
Fort +14 Ref +5 Will +10
Speed 30ft
Base Atk +7 Grp +18
Special Attack - Rend: 2d6+10
Attack: Claw +13 1d6+7
Full Attack: 2 Claws +13 1d6+7, Bite +8 1d6+3
Space 10 ft. (2 squares) Reach 10 ft. (2 squares)
Abilities Str 24(+7) Dex 12(+1) Con 25(+7) Int 6(-2) Wis 13(+1) Cha 10(+0)
Stat Points Gained From Advancement: 2
Total Feats: 5
Feats: Brew Potion, Toughness, Iron Will
Skill Points: 15
Skills: Concentration +8, Craft(Trapmaking) -1, Handle Animal +1, Heal +2,
Knowledge(Religion) -1, Listen +2, Profession +2, Spellcraft -1, Spot +2, Survival +2
Darkvision(Ex): 90ft
Regeneration(Ex): 5 - Fire and acid deal normal damage to a troll. If a troll loses a
limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the
severed member instantly by holding it to the stump.
Rend(Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and
tears the flesh. This attack automatically deals additional damage. (See attacks)
Scent(Ex): A creature with the scent ability can detect opponents by sense of smell,
generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is
downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be
detected at twice the ranges noted above. Overpowering scents, such as skunk musk or
troglodyte stench, can be detected at three times these ranges.
Spell List(Ex):

Adept Spell List

Adepts choose their spells from the following list.


0 Level

create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending,
purify food and drink, read magic, touch of fatigue.
1st Level

bless, burning hands, cause fear, command, comprehend languages, cure light wounds,
detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist,
protection from chaos, protection from evil, protection from good, protection from law,
sleep.
2nd Level
aid, animal trance, bear's endurance, bull's strength, cat's grace, cure moderate wounds,
darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see
invisibility, web.
3rd Level

animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight,
deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease,
tongues.
4th Level

cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire.
5th Level

baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true
seeing, wall of stone.

Summon Familiar(Ex): An adept can obtain a familiar. Doing so takes 24 hours and
uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles
a small animal and is unusually tough and intelligent. The creature serves as a
companion and servant. The sorcerer chooses the kind of familiar he gets. As the
sorcerer advances in level, his familiar also increases in power. If the familiar dies or is
dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw.
Failure means he loses 200 experience points per sorcerer level; success reduces the loss
to one-half that amount. However, a sorcerer's experience point total can never go
below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar
cannot be replaced for a year and day. A slain familiar can be raised from the dead just
as a character can be, and it does not lose a level or a Constitution point when this
happy event occurs. A character with more than one class that grants a familiar may
have only one familiar at a time.
Murcielago

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