Bane Troll

Under Construction

Bane Troll CR 12
CN Large Outsider (Chaotic, Extraplanar);
Init +3 (+3 Dex); Senses darkvision 90 ft., Scent,
low-light vision, Listen +13, Spot +13;
Languages Common, Giant;

AC 23, touch 12, flatfooted 20 (-1 size, +3 Dex, +11 natural);
hp 138 (12d8+84);
Fort +15, Ref +11, Will +11;
Racial Save Modifiers +4 fear;
DR 5/lawful; Resist cold 10;
Defensive Abilities Regeneration 7;
Immune death effects, death by massive damage,
petrification, involuntary polymorph effects;

Speed 40 ft., climb 20 ft., swim 20 ft.;
Space 10 ft.; Reach 10 ft.;
Base Atk +12; Grp +24;
Full Melee 2 claws +19 (1d6+8) and bite +14 (1d6+4);
Special Attacks Magic Chaos Strike, On Demand Weaponry, Rebounding Weaponry;
Spell-like Abilities (CL 12th, Wis-based DC 13 + spell level)
Constant—camouflage, deep breath, nondetection; At will—greater energy surge, returning weapon, summon weapon; 1/minute—mass align weapon;

Str 27, Dex 16, Con 25, Int 8, Wis 17, Cha 10;
Feats Brutal Throw, Quick Draw;
Custom Feats Off-Hand Fighting, Improved Off-Hand Fighting, Strong Off-Hand Fighting;
Racial Bonus Feats Darkstalker, Track;
Skill Ranks Balance 6 ranks, Bluff 5 ranks, Concentration 12 ranks, Hide 8 ranks, Knowledge (arcana, dungeoneering, geography, local, nature, planes, religion) 1 rank, Move Silently 8 ranks, Listen 10 ranks, Search 6 ranks, Sense Motive 5 ranks, Spellcraft 5 ranks, Spot 10 ranks, Survival 10 ranks, Tumble 13 ranks;
Synergy +2 Balance, +4 Diplomacy, +2 Disguise (acting), +2 Intimidate, +2 Jump, +2 Knowledge (nature), +2 Sleight of Hand, +2 Survival (to follow tracks);
Racial +8 Climb, +8 Swim;
Size Modifiers -4 Hide, +4 Intimidate;
SQ Flawless Stride, Swift Tracker, Alter Regeneration;
Advancement by character class;

Bane trolls are proficient with all weapons it can summon using its summon weapon spell-like ability, in addition to any other weapons for which it gains proficiency normally.
On Demand Weaponry (Su): Any weapon summoned by a bane troll using its summon weapon spell-like ability is a masterwork weapon made of any functional material it chooses. While the effect lasts, any thrown weapon summoned becomes a +1 aquatic returning weapon with a bane ability keyed to any single creature type chosen by the bane troll upon summoning the weapon.
Rebounding Weaponry (Su): When thrown by a bane troll, a weapon with the returning special ability returns immediately after the attack is resolved, back to the hand that threw it so that it may be used again that turn.
Flawless Stride (Ex): Bane trolls can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
    This ability does not let them move more quickly through terrain that requires a Climb or Swim check to navigate, nor can they move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
Swift Tracker (Ex): Bane trolls can move at their normal speed while following tracks without taking the normal -5 penalty. They take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a bane troll. If a bane 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.
Alter Regeneration (Ex): As a standard action that does not provoke attacks of opportunity, a bane troll may alter its physiology, so that acid deals normal damage to it instead of fire. This change persists for a number of rounds equal to 1d4 + its constitution score, or until dismissed as a swift action.
Magic Chaos Strike (Su): A bane troll's natural weapons and unarmed strikes are considered magic and chaotic for the purpose of overcoming damage reduction.

large masterwork studded leather
    (+3 AC, +5 max Dex, -0 check penalty, 15% AF, 160 lbs.);
large +1 aquatic adamantine cutting wheel
    (1d8+1 piercing and slashing Dmg, 19-20/x2 Critical, 20 ft. Range Inc, 8 lbs.)
    +2 bonus on opposed attack rolls to avoid being disarmed;
large +1 aquatic adamantine sai
    (1d6+1 bludgeoning Dmg, x2 Critical, 20 ft. Range Inc, 8 lbs.);
    +4 bonus on opposed attack rolls to disarm enemy...
        and to avoid being disarmed if you fail

Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.

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