Notes |
This large, lanky creature has arms too long for its body. Its hands are webbed and equipped with wicked claws. Its skin is covered in dull green scales and embedded with stones,, and limp hair like scraggly seaweed hangs across its long-nosed face. Water-dwelling cousins of the more common trolls, lake trolls are both stronger and slightly more intelligent, but thankfully less common. Accompanied by a reek of old, rotting fish, these slimy creatures live beneath the surface of lakes, ponds, rivers, and sometimes even ocean coves.
VIOLENTLY TERRITORIAL. A lake troll is savage in the defense of its claimed expanse of territory; any encroachment into the creature’s water is met with sudden violence from the depths.
SAVAGE CUNNING. Lake trolls are cunning ambushers. They make use of the water to cover their attack and to protect themselves from the flames of would-be troll hunters.
MOCKINGLY CRUEL. Lake trolls delight in splintering wood, twisting metal with their talons, and dulling blades on their tough hide. They often prioritize wielders of grand weapons so they can delight in the horror of their newly-disarmed prey.
HARD TO KILL. A lake troll’s regeneration is shut down only by cold and fire damage at nearly the same time, making them tricky to fight and exceedingly difficult to kill. Because they’re reclusive and so very lethal, these creatures are poorly understood by most scholars.
SPECIFIC MECHANICS--
-CAMOUFLAGED--Works only when submerged in water, they prefer to lurk right near the surface.
-REGENERATION--Similar to CF Troll except Lake Trolls regeneration can only be shut down by a combination of burning and cold. They regain 1 HP to each damaged location at the beginning of every Round. Damage from fire OR cold in a Round will slow down their Regeneration but not permanently harm them. After receiving damage from Fire or Cold, the damage requires 2x Rounds to heal 1hp.
>If a Lake Troll takes both Fire AND Cold damage in the same Round, their Regeneration shuts down entirely for 1d3 Rounds regardless of the kind of damage. This full Round starts immediately upon taking the second form of damage.
-WEAKNESS--Dry skin. Lake Trolls hardly ever will exit a water body knowing their regeneration is vulnerable to drying out. Any Water Troll on dry land will dry out within 2d6+10 Rounds. Magic and other effects can speed this up. Any fire or cold damage, individually, reduces this time limit by 2 Rounds each hit so long as the Troll does not return to more than 3ft of water.
-TERRIFYING--This only applies when a Lake Troll makes its first attack from ambush.
>On a Failure, the character immediately can do nothing but flee from the creature. If close to shore, they will leap for it. If in the middle of the water, they will cower as far from the edge as possible.
>On a Fumble, the character is not Knocked Out but immediately falls Prone... if in a boat or on a dock/shore, they will automatically fall into the water. In addition, they are panicked for 1d4 Cycles and simply flail towards safety like a boat or shore. Any Swim or removal of Armor rolls are one-grade more difficult.
--COMBAT STYLE TRAITS-
"Block & Catch"-
Allows for the use of the Grip special effect as a defensive special effect. [Src: Raleel].
AVERAGE LAIR (d3+1)
TREASURE-Lake Trolls often have an underwater grotto or cave network that sometimes moves between bodies of water such as a pond to a swamp or lake to a swamp etc. Note that Lake Trolls often steal trophies of foe weapons especially fine ones.
TREASURE TYPE- Individual/B, Lair (L, G)(note that magic items are normally [50%] weapons and Works of Art are always finely-crafted weapons or trophies of great value from an opponent such as a medallion, shield, heraldry etc.).
SOURCE: Tome of Beasts 5E |