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dm:monsters:troll_ice [2025/06/24 20:30] – external edit 127.0.0.1dm:monsters:troll_ice [2025/06/25 16:39] (current) – external edit 127.0.0.1
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 ====== Troll, Ice ====== ====== Troll, Ice ======
 +{{ ice_troll.png?direct&200|Troll, Ice}}
 +^ **Armor Class**        14                                       |
 +^ **Hit Dice**          |  2                                        |
 +^ **No. of Attacks**    |  2 (claws)                                |
 +^ **Damage**            |  1-6/1-6                                  |
 +^ **Movement**          |  30’                                      |
 +^ **No. Appearing**      1-6                                      |
 +^ **Save As**            F2                                       |
 +^ **Morale**            |  9 (7)                                    |
 +^ **Special Attacks**    nil                                      |
 +^ **Special Defenses**  |  Immune to cold, \\ Magic weapons to hit  |
  
-| **Armor Class**      14         | 
-| **Hit Dice**        |  2          | 
-| **No. of Attacks**  |  2 (claws)  | 
-| **Damage**          |  1-6/1-6    | 
-| **Movement**        |  30’        | 
-| **No. Appearing**    1-6        | 
-| **Save As**          F2         | 
-| **Morale**          |  9 (7)      | 
  
 This relative of the normal troll closely resembles its stronger cousin except that it has a very cold, semi-transparent body. These creatures dwell in moist areas of dungeons, usually near running water, and have the regenerative powers of a normal troll but at a rate of 2 hit points per melee round, so long as the regenerating members can immerse themselves in water. A severed limb can move a distance of 30’ in search of water and will always move towards water if there is some in range. This relative of the normal troll closely resembles its stronger cousin except that it has a very cold, semi-transparent body. These creatures dwell in moist areas of dungeons, usually near running water, and have the regenerative powers of a normal troll but at a rate of 2 hit points per melee round, so long as the regenerating members can immerse themselves in water. A severed limb can move a distance of 30’ in search of water and will always move towards water if there is some in range.

You know you’re all Chaotic Greedy anyway