2018-10-28

Monster: Tormentroll

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Tormentroll
An emaciated and twisted trollish figure, its grayish skin pierced with dozens of cold iron rods and covered with terrible scars that form mystic glyphs.

CR 8; XP 4,800
CE Large Monstrous Humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +1

Defense
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 100 (8d10+56); regeneration 10 (acid, good, or fire)
Fort +11, Ref +8, Will +7
Defensive Abilities absorb pain, ferocity, madness of pain; Immune charm, fascination, fear, nausea, sleep, sickened; Resist acid 20, fire 20

Offense
Speed 30 ft.
Melee 2 claws +15 (1d6+8), bite +15 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks rending pain
Spell-Like Abilities (CL 8th; concentration +5)

Constant—resist energy (acid), resist energy (fire)

Statistics
Str 26, Dex 14, Con 24, Int 3, Wis 13, Cha 5
Base Atk +8; CMB +17; CMD 29
Feats Blind-Fight, Great Fortitude, Improved Initiative, Intimidating Prowess
Skills Intimidate +16, Perception +1
Languages Smatterings of Infernal
SQ giant-blood

Ecology
Environment any
Organization solitary, pair, or a gang (3—10)
Treasure incidental

Absorb Pain (Su) A tormentroll affected with a pain effect gains benefits of haste for as long as the effect lasts (1 round for instantaneous effects).

Giant-Blood (Ex) Tormentroll still count as giants despite no longer qualifying as humanoids.

Madness Of Pain (Ex) A tormentroll is wrecked with constant pain that makes it highly erratic and hard to control. Whenever it is exposed to a compulsion effect that would control its actions (as opposed to simply shutting down some mental functions like hold monster), the tormentroll becomes confused, only following the mental directions on "act normally" effect. Any attempt to contact the tormentroll mind, either with telepathy or mind-reading, transfers a powerful jolt of intense pain, dealing 5d6 points of nonlethal damage and staggering the creature contacting the tormentroll mind for 1d4 rounds. A successful Will saving throw (DC 21) halves the damage and reduces staggered duration to 1 round. The saving throw DC is Constitution-based. This is a pain effect.

Rending Pain (Su) When a tormentroll hits a creature with both claws, the victim is exposed to a torrent of suffering and becomes fatigued for 1d4 rounds (1 round on on a successful Fortitude saving throw against DC 15). This is a mind-affecting pain effect. The saving throw DC is Charisma-based and includes +4 racial bonus.


Tormentrolls are shaped not born, results of kytons' vile machinations. When the pain-devils get their clawed hand on troll pups, they put them to eternal tortures, pushing them with iron, acid, cold, fire, and starvation 
to the limits of their extraordinary resilience and beyond. The resulting creatures are wrathful, hateful monstrosities that will lash against whatever and whoever they can, though they are dreadfully obedient—the only fear they seem to feel anymore—of their kyton overseers, usually. Occasionally, a kyton master may condition a tormentroll or a pack, to obey whoever wears an intricate cold iron bracelet and then gift or trade the beast to an ally, a servant, or a cultist, though such tormentrolls tend to rebel against their new masters sooner or later.

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