TEXT: By James Thomas
  Frog God 
  Games
  
  2
  Lost Lore: Ecology of the Troll
  Author
  James Thomas
  Developer
  John Ling
  Additional Development
  Greg A. Vaughan
  Copy Editor
  John Ling
  Art Direction, Layout, and Typesetting
  Charles A. Wright
  Cover Art
  Andrew DeFelice
  Interior Art
  Andrew DeFelice
  Credits
  CEO — Bill Webb
  Creative Director: Swords & Wizardry — Matthew J. Finch
  Creative Director: Pathfinder — Greg A. Vaughan
  Art Director — Charles A. Wright
  Lead Developer — John Ling
  Sales Manager — Jennifer Chalfan
  Marketing Manager — Chris Haskins
  Customer Service Manager — Krista Webb
  Wasn’t Even Supposed To Be Here Today — Skeeter Green
  Shadow Frog — James Redmon
  Adventures 
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  Winning
  Frog  
  God 
  Games
  © 2015 Frog God Games, LLC all rights reserved. 
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  FROG GOD GAMES IS
  
  3
  Lost Lore: Ecology of the Troll
  “The troll-folk were once men — like us,” whispered the blind 
  man, leaning close to the young warrior’s face. His short white 
  beard framed a tanned, wrinkled face and his eyes were clouded 
  over. His voice was strong with conviction.  
  ”Enough of this nonsense!” exclaimed Brando. “Stop listening to 
  that old man, Marios, he spins tales for drinks.” 
  “I tell you, they were men! Back in the ancient times! Our wizard 
  Zanthracor the Unbound read about it in the tomb scrolls we found 
  forty winters ago…”
  “Rubbish! Tavern tales! Let’s get out of here Marios. We’re to 
  meet up with the militia at the standing stones in an hour. We’re off 
  to fight REAL trolls, not listen to stories from some old drunk!” 
  “He’s not just some old drunk,” Marios responded finally. 
  “This man fought in the Hill Wars. He stood with warlords when 
  the giants and trolls assaulted the old stronghold. He’s a great 
  warrior!”
  “Aye, he’s one of the troll-slayers,” grumbled the tavern keeper. 
  “Show them your scars, Old One. He stood with the lads of the 
  valley and the lords of the high king when the troll hordes came out 
  of the hills many years ago. Show the lads your scars!”
  Modestly, the old warrior lifted up his shirt. Five-fingered lines 
  clawed diagonally across his chest from shoulder to side. The 
  scarred furrows in his aged flesh signified a creature of monstrous 
  size and humanoid shape and form. Tracing the scars with his 
  stretched hand, “He charged at me in a rage and ripped clean 
  through my leather armor. If it weren’t for my comrade, Sorrick, 
  who had his spear readied next to me, I would have been finished 
  off when he came down with his other hand.” Pulling back down 
  his tunic, he said soberly. “If you would do battle with the Troll-
  folk, you will need to know all about them: how they live, where 
  they come from, how they fight.”
  Origins
  Long ago, when man had but freshly grasped the tools of 
  civilization, Eirik, a mighty warlord of the North, ordered the 
  sorcerer, Inghard, to appear before him. 
  A red-shrouded figure with the face of a child and the emaciated 
  body of a humanoid stick insect shuffled into the lord’s court. His 
  hands were encased in long tight-fitting leather gloves hidden in the 
  folds of his robes. As he approached the throne, he withdrew two 
  bony, five-fingered appendages and thrust them upward in salute to 
  the brooding barbaric ruler on his throne.
  “You summoned me, my lord?” His gleeful smile and gurgling 
  child’s voice shot waves of unease through the hearts of the court. 
  “Dark sorcerer, I would that you make my warriors invincible in 
  battle, unable to die when they are brought low by the blows of my 
  enemies.”
  “All men die, Your Excellency. Mortality is the fate of all who are 
  born of woman.” 
  “You will find a way!” he bellowed. “We must be victorious or 
  perish in these endless wars that plague us.”
  “As you wish, Great Lord.” Bowing deeply Inghard glided 
  backwards suddenly and unnaturally through the audience hall. 
  The great doors flew open as the bizarre sorcerer disappeared into a 
  billowing cloud of fowl brown smoke.
  Rumors whispered that Inghard was fathered by a demon on his 
  mother, a sorceress; that rather than being born in the usual way 
  he tore his way through his mother’s abdomen and was raised by 
  monsters in the desert. Whatever the case, he lived alone in a desolate 
  ruin practicing strange arcane arts. 
  One day, Eirik pursued the city-king Og through that same 
  cyclopean ruin, slaying him atop a large, toppled monument. His 
  enemy’s blood sizzled as it spilled upon the strange grey stone, 
  sending up ochre smoke that tortured Eirik’s eyes and nostrils. 
  A strangely cloaked figure emerged from behind a crumbled wall. 
  “Hail Mighty Lord! Your coming has been prophesied by the Ancient 
  Ones! You are destined for greatness! Behold your story carved of 
  old on the monument…”
  Gazing down on the fallen obelisk the warlord beheld the 
  faded depictions and unintelligible writing carved in stone with 
  astonishment, for the story depicted there was his own life, including 
  the climactic battle with the king he had just slain. The rest was all 
  but crumbled to pieces in the sand save for one fragment showing the 
  same hero (himself) being crowned in majesty.  
  “I am Inghard, master of the arcane arts and your humble servant. 
  I pray you, accept me into your service that I may witness your rise 
  to power and bask in your greatness.” 
  For five years Inghard had served the Warlord Eirik as his court 
  wizard.
  At Eirik’s command, he began his experiments. 
  Inghard found amongst the creatures of the world one that could 
  not die — the hydra — for its body regenerated cuts and blows, 
  and it’s heads re-grew when they were cut off. Several hydras were 
  captured. Experiments were conducted on still living specimens to 
  study the nature of the supernatural restoration. 
  In time, Inghard discovered within the hydra a singular organ 
  shaped vaguely like a human hand. It produced an adrenaline-like 
  hormone that caused instant, miraculous healing. He made several 
  attempts to synthesize the substance into an elixir, but to no avail. 
  Consequently, he sought out forbidden lore and harnessed dark magic 
  to graft portions of the organ onto the bodies of living creatures. 
  The unearthing of these dark secrets of flesh-to-flesh amalgamation 
  damned the twisted soul of Inghard, but in time he mastered them, 
  and bent them to his will. 
  He experimented first on tortoises, then sheep and cattle, and 
  finally pigs. The results were promising but he still needed human 
  subjects to complete his mission to produce immortal warriors for his 
  lord. Though there were ample slaves available from war captives, 
  the Slave Consortium was hard pressed to provide sufficient test 
  subjects for Inghard. Many perished under his surgical knife or from 
  complications that followed. 
  Initially children were preferred, being easy to mislead and 
  manipulate, but he discovered they couldn’t take the strains the 
  monstrous grafts wore upon their immature bodies. Worse, the 
  effect on adolescent metabolisms caused older children to enlarge 
  at an alarming rate and become savagely aggressive. After many 
  failures, he finally was able to implant a “bi-liver” (as he called the 
  regenerative organ) within an adult male enabling the man to heal 
  from mortal wounds with great speed. He then acquired a series 
  of human females, for he foresaw the need to provide a breeding 
  population. However, there were unforeseen complications during 
  menstruation within his early subjects: the bi-livers would not permit 
  natural monthly blood flow, which resulted in grotesque abdominal 
  swelling and requiring aggressive application of giant leeches and 
  steel catheters to siphon excessive fluid. It took scores of horrific 
  failures before Inghard produced a human female whose body fully 
  accepted the bi-liver implant. Her name was Aslaug, a woman from 
  the savage tribes, acquainted with hardship and strong of body and 
  spirit. By plunging a spear into her side he could demonstrate how 
  she would fall as though dead, but then rise up again — unslain! 
  He told the fateful future king, “I need only volunteers from your 
  army to produce your unkillable warriors Your Excellency…”
  In time, two warriors from Eirik’s personal guard were implanted 
  Genesis of the Trolls
  
  4
  Lost Lore: Ecology of the Troll
  with the bi-liver. Shirtless and armed only with spears, each was 
  pitted against another warrior in a fight to the death to test the dark 
  sorcerer’s work. The results were a complete success and soon 
  dozens and then hundreds of warriors received bi-liver implants. 
  Now known as The Undying, they won battle after battle for their 
  master Eirik, making him the mightiest warlord in The Riverlands. 
  Aslaug could be seen at the forefront of their lines in every conflict, 
  the lone immortal female warrior.
  The story of The Undying would be brief, however. As time went 
  on, they became more and more savage and bloodthirsty. They 
  consumed enormous amounts of food and wine and if they could not 
  get it fast enough, they would sate their appetites on any living thing 
  in the area including, finally, battlefield dead. They then came to be 
  known as the fleischtrollen or those who hunt after flesh. As they 
  regenerated lost limbs and organs, they acquired superior strength 
  and grew larger. Their skin grew thick and rubbery, their hands 
  grew iron-hard claws and their jaws grew to monstrous proportions. 
  Inevitably, they were marked for destruction as they become more 
  and more out of control. Eirik staged an ambush and many were 
  slain by fire and magic. The casualties were high. Dispersed gangs of 
  fleishtrollen escaped into the wilderness. 
  At last, a powerful wizard in the employ of Eirik’s chief rival, an 
  ancient and decrepit man named Torbjorn, had had enough. Torbjorn 
  consulted the same dark arts consulted by Inghard, damning his 
  soul in the process. Torbjorn’s research uncovered a weakness, and 
  he devised a mighty spell to exploit it. As the wizard cast his epic 
  ritual to destroy the Undying, Inghard interfered. The result was 
  cataclysmic; rocks for miles around shattered, and snowcaps atop the 
  mountains melted causing devastating floods. In the end Torbjorn lay 
  dead, his body shattered like the rocks upon which he stood. Rather 
  than destroying the Undying, the ritual threw all the abominations 
  into the Ginnungagap. There, the foul creatures mixed with other 
  Jötnar, crossbreeding. The result is the modern-day troll.
  The story of The Undying became legend, which turned into fable, 
  and became lost in all but a few rare accounts or obscure footnotes. 
  Eirik and Inghard disappear from historical accounts at this point 
  and the profane knowledge of bi-liver grafts has likewise vanished 
  without trace. 
  Physiology
  Trolls have been described as “fat” and “lumbering” as well 
  as “emaciatedly thin.” Are these variations within the species? 
  Interestingly, no. If one sees a fat and bloated troll passing by and 
  later that day another looking rail-thin, it might well be the very 
  same troll. Trolls have been described as having a “rubbery hide” and 
  this is no idle observation. The hide of a troll is indeed very elastic, 
  allowing it to rapidly accommodate extreme changes in its girth. 
  The regeneration process requires enormous amounts of energy. A 
  troll may start out a combat heavy in circumference and end it much 
  shrunken as regeneration consumes its fat stores. This accounts for 
  the troll’s legendary appetite. Trolls have an endless hunger and are 
  capable of consuming huge amounts of food in short order. 
  It should be noted that trolls have disproportionately large heads 
  and a significant bite attack to supplement their terrible claws in 
  battle.  Their jaws can open surprisingly wide, almost to unhinging. 
  With no fear of injury, trolls will consume whatever sustenance looks 
  like food — gobbling it down with little regard for table manners.  
  One particular game known as “swine’s toss” involves two or more 
  trolls each tossing a boar’s head up in the air to catch it in their gaping 
  maws and swallow it straight into their stomachs. A troll who fails to 
  catch and swallow his head is deemed the loser.
  Stages of Life
  How old can trolls live to be? No one can say for certain. Through 
  the restorative powers of the bi-liver hormone, their bodily organs 
  are constantly being renewed. There are no recorded cases of trolls 
  dying of old age, but their violent lifestyles make life expectancy 
  hard to assess. Nevertheless, there are rare accounts of certain 
  individuals living for several human generations, hiding deep in 
  forgotten dungeons or lurking on the fringes of civilization to prey 
  on unwary travelers.
  Some varieties of troll hibernate. When food becomes scarce as 
  in winter they will retreat into their lairs and sink into a deep sleep. 
  Awakening a sleeping troll is folly, for a hibernating troll wakes with 
  a ferocious appetite.
  As trolls age they continue to gradually grow in size. An adult troll 
  of threescore summers can achieve the huge size of a hill giant while 
  retaining healthy vigor. Giant-sized trolls have been known to mate 
  with giant-kind, producing offspring which as often as not possess 
  no bi-liver. Such progeny are essentially giants. Those which inherit 
  regenerative powers may gain the best of both parents, having also 
  the more stable giant personality and intellect (such as it is). These 
  rare exceptions can rise to positions of tribal leadership, becoming 
  some of the famous “giant kings” of legend.
  Sociology
  After only one generation it became clear the trolls were able to 
  breed true to their own. That is, any offspring born of a she-troll 
  would inherit the bi-liver. Today, they are a race all their own.
  Contrary to legend, trolls do not reproduce by tearing parts of 
  their bodies off and scattering them about so each grows into its own 
  troll. If a troll does suffer dismemberment, only that part that has 
  a connection to the bi-liver will be able to continue regenerating. 
  Severed limbs can be re-attached, if it is done within an hour, 
  otherwise it will take a full day to re-grow an arm, leg or head.
  According to one chronicler, “Despite their cruelty in combat, 
  trolls are surprisingly tender and kind to their own young. Female 
  trolls work as a group, spending a great deal of time teaching young 
  trolls to hunt and fend for themselves before sending them off to find 
  their own territories.”  Surprising though this may sound, other 
  observers agree. A lone troll is typically male. 
  There have been stories of bands of trolls as large as twenty or 
  forty, but such groups are always located in areas with plenty of 
  food to satisfy so many hungering mouths. War bands gathered by 
  some great general — whether giant or human — is another possible 
  scenario.
  Another example of a temporary gathering of trolls can be found 
  in a secluded valley. Known as Trollmoot, it is located near a group 
  of standing stones of ancient origin. The trolls gather during the 
  Spring Equinox for a noisy festival. Locals know to avoid the area 
  during Trollmoot. The meeting continues for a lunar month. Besides 
  fertility rites, trolls compete in contests of strength and endurance. 
  They also trade valuables, stories and what passes for culture among 
  these creatures. Trolls seem to be mysteriously drawn to Trollmoot 
  Valley. When a particularly successful adventuring party once purged 
  the region of trolls, within a few years more trolls migrated to the site 
  once again. 
  New Equipment
  Over the centuries trolls have adapted their own preferred 
  equipment. Their opponents have likewise designed items to help in 
  the endless wars against them. 
  Glass Spearhead
  A glass spearhead is designed to break upon a successful attack, 
  delivering a dose of acid, poison or troll kill into the wound it creates. 
  Each spearhead has a tiny steel tip atop a glass reservoir, which can be 
  filled with any appropriate liquid. The spearhead then locks in place 
  onto a specially made spear haft. Effective for only a single attack, the 
  
  5
  Lost Lore: Ecology of the Troll
  spearhead can be removed and replaced as a move action. It has an 
  AC of 13, 1 hit point, hardness 2 and a break DC of 13. On an attack 
  roll of 1, the glass spearhead will shatter, wasting the contents. A glass 
  spearhead reduces the damage of the spear to which it is attached by 2 
  steps (for example, a Medium shortspear’s damage drops from 1d6 to 
  1d3; a Medium longspear drops from 1d8 to 1d4; etc.)
  Cost 12 gp
  Trollkill
  Though it won’t actually kill trolls, trollkill is a poison which 
  prevents regeneration. Recent research into the bi-liver has led to the 
  development of a toxin that, when absorbed through a wound, will 
  render the regenerative organ dormant. A troll cannot recover from 
  death if still under the effects of trollkill. Relatively easy to create, it 
  requires a troll bi-liver from which eight doses may be rendered. The 
  larger hydra bi-liver can produce up to four doses per head. Trollkill 
  is poisonous to non-trolls. 
  Type poison, injury; Save Fortitude DC 14 (20 for trolls)
  Frequency 1/round for 2 rounds
  Effect 1 Con damage; Secondary Effect halts regeneration for 10 
  rounds; Cure 1 save; Cost: 120 gp per dose
  Troll Maul
  (exotic, melee, two-handed) 
  Popular among trolls this heavy-handled, large sledgehammer 
  is made to smash things. Though often made of low-quality iron, 
  when more properly crafted it carries a heavy iron or steel 
  double head. It is a martial weapon for trolls and 
  an exotic weapon for other races. With 
  a troll maul, you get a +2 bonus on 
  Combat maneuver checks to sunder 
  as well as a +2 bonus on attack rolls 
  to break unattended objects. 
  Cost 18 gp; Weight 20 lbs.; 
  Damage 3d6 (L); Critical x3; Type 
  bludgeoning
  Feats
  In 
  the 
  Pathfinder 
  Roleplaying 
  Game Bestiary, trolls have the feats 
  Intimidating Prowess, Iron Will, and 
  Skill Focus (Perception). To create 
  a variant monster, a GM may 
  replace Intimidating Prowess 
  with any one of the following: 
  Catch Off Guard, Combat 
  Reflexes, Improved Natural 
  Attack, Power Attack, or 
  Throw Anything. When 
  doing so, move the six 
  Intimidate 
  skill 
  ranks 
  into other useful skills 
  such as Acrobatics, Climb, 
  Survival or Swim. Trolls 
  with character levels can build 
  on these feats (adding Cleave or 
  Improved Sunder to Power Attack 
  for example).
  New Feats
  Improved Regeneration
  You regenerate at an accelerated rate.
  Prerequisites: Regeneration bypassed by acid or fire.
  Benefit: Your regeneration rate increases by +2.
  Improved Rend (Combat)
  Your rend attacks are especially effective.
  Prerequisites: Rend attack.
  Benefit: Doubles the number of dice rolled for rend damage. Add 
  damage bonus one time. For trolls this means 2d6+7 rend damage.
  Soul of the Hydra
  You regenerate unbelievably fast.
  Prerequisites: Improved Regeneration.
  Benefit: You regenerate at twice the rate. For trolls this would equal 
  10 hit points per round. Additionally, if the head or limb is severed it 
  grows back in 1d4 rounds.
  Troll Combat Strategies
  Trolls may not be bright but they are cunning. Their typical 
  Intelligence of 6 is equal to that of ogres and nearly as good as orcs. 
  They are aware of their superior strength and fortitude and will use it 
  to their advantage. A troll’s Strength gives him +5 to Climb checks. 
  This enables trolls to pursue prey up trees and steep inclines and to 
  make deadly ambushes from above. Even non-aquatic trolls 
  are good swimmers (+5 Swim). Hence they are excellent 
  at ship-to-ship assault, diving into the water, swimming 
  to the next ship, scaling up the hull and wreaking havoc 
  on deck. There’s no safety in climbing up the mast 
  because a troll can follow. Locked doors and battened 
  hatches are easily bashed open by a troll. 
  Trolls also do well with thrown weapons such as 
  spears or javelins. A Large shortspear or Large javelin 
  does 1d8+5 damage thrown by a troll and a javelin has a 
  30’ range increment. Keep a few javelins handy for your 
  trolls to deal with flying or other out of reach opponents. 
  Most PCs won’t be expecting this tactic. Also a volley of 
  javelins hurled at opponents followed by a charge is a great 
  way to commence a combat.
  Trolls are Large which makes them hard to maneuver 
  in tight spaces but they also have reach. Trolls are great at 
  blocking the advance of dangerous adventurers. Nobody but 
  the stoutest front-line combatant wants to mess with a troll. 
  Trolls can slow down barbarians, cavaliers, fighters, 
  monks, rangers and paladins but they know they 
  are more effective against second-string 
  combatants such as bards, clerics, druids, 
  inquisitors and oracles. Alchemists, rogues, 
  sorcerers, summoners, witches and wizards 
  fear to be caught near them as a troll will 
  quickly tear these lightly armored, low 
  hit point characters to pieces. Trolls are 
  intelligent enough to discern more 
  vulnerable opponents and will seek 
  these out when possible. 
  A troll will get up close to 
  a line of combatants to get 
  attacks of opportunity on 
  any who try to move away. 
  A troll with the Combat 
  Reflexes feat can do 
  so twice a round (or 
  more if he has a higher 
  than normal dexterity). 
  
  6
  Lost Lore: Ecology of the Troll
  Combat Reflexes allows attacks of opportunity even when you’re 
  flat-footed so maneuver-based characters like rogues with initiative 
  won’t be able to run past him without getting an unexpected attack 
  of opportunity.
  Trolls in cold environments will have adjusted skill ranks to include 
  Acrobatics and Skill Focus (Acrobatics) feat. Trolls can devastate 
  invading adventurers in slippery icy environments if they can stay 
  on their feet while their opponents fall prone, where their powerful 
  claws and rend attacks can be brought to bear (–4 AC penalty against 
  melee attacks). Trolls mix with giants frequently and speak the Giant 
  language, so frost giants attacked in their lair may blow a horn to 
  summon aid from allied trolls. A troll attack from behind can crush 
  would-be invaders like a hammer on an anvil. 
  A lone troll is helpless at negative hit points, but if he has comrades 
  to engage opponents while he regenerates, in a few rounds he can re-
  join the fight. Thus a troll tends to prefer fighting with companions in 
  order to make the best of his regenerative abilities. 
  Being highly resistant to disease and poisons trolls may pair up 
  with poisonous creatures or lair in unhealthy environments. A cavern 
  filled with toxic fumes or a disease-ridden refuse trench may not 
  threaten a troll but may weaken his opponents before combat.
  A troll may also pair up with gremlins, lamias, ogre magi, 
  quicklings, rakshasas, sirens or vampires. The troll advances to deal 
  direct damage and keep front line fighters busy while his companions 
  harass with spells and supernatural abilities, in the same way a 
  wizard may seek out and charm a troll to defend him or keep strong 
  melee types busy while he concentrates on his other opponents. 
  Other character classes that may willingly ally themselves with trolls 
  include alchemists, clerics and even rogues. While the troll engages 
  the enemy, the rogue moves in for a flank attack. A troll who has 
  allied at some time with a rogue may have a level or two in rogue 
  himself. Such a troll will often use his reach to sneak attack more 
  opponents.
  Scrags (aquatic trolls) have the advantage in watery environments, 
  which preclude the use of fire that suspends their regeneration. 
  Scrags will often lair in flooded dungeon environments. They prefer 
  to have four feet or more of water in a subterranean cave giving them 
  full regenerative ability plus full movement due to swimming (40 
  feet per round). Such semi-flooded rooms make movement difficult 
  for standard land races giving scrags the advantage. 
  G’Mash the Troll King 
  Fully 13 feet tall, G’Mash the Mountain King, towers above 
  other trolls and even some giants. Living in the cold mountains of 
  the north, he is the largest of his clan. For years he ran through the 
  arboreal forests fighting orcs and wyverns and hunting his favorite 
  prey, humans. He defeated the frost giant Jarl Klemminjan the Cool, 
  and took his magical armor for his own. Canny from his very birth, 
  he has slain giants, dragons and rival troll chiefs through cunning, 
  guile and ferocity. When on the offensive he favors making sudden 
  surprise attacks. When defending he prefers to climb high in the 
  mountains or forests he knows so well. Now leader of all the giants in 
  the mountains, he is ready to rally them to war on valley borderlands.
  GM Combat Notes
  G’Mash is a tough opponent with character levels and magic 
  items. Quick reflexes give him an extra attack of opportunity and his 
  uncanny dodge eliminates flanks and sneak attacks. 
  Offensively his Eldritch Claws attack as magic and silver weapons. 
  He will use his Power Attack –5/+10 if his opponents appear easy to 
  hit. He will only use his magic spears if he needs to attack at range.
  Among his animal friends is a pair of grizzly bears. They are 
  usually lurking on a ledge above or in a nearby cave to come to the 
  aid of their master, perhaps attacking his opponents from the rear. 
  After a quick whistle from G’Mash assume a 70% chance of them 
  arriving in 1d4 rounds. 
  G’MASH THE TROLL KING      
   CR 19
  XP 204,800
  Male advanced troll barbarian 7/ranger 7 (Pathfinder 
  Roleplaying Game Bestiary “Troll”)
  CE Huge humanoid (giant)
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +21
   
  AC 23, touch 7, flat-footed 22 (+8 armor, +1 Dex, +8 
  natural, –2 rage, –1 size)
  hp 343 (6d8+66 plus 7d12+77 plus 7d10+77 plus 7); 
  regeneration 10 (acid or fire)
  Fort +26; Ref +10 (+2 vs. traps); Will +10
  Defensive Abilities improved uncanny dodge, trap 
  sense +2; DR 1/—; Resist acid 3, fire 10
   
  Speed 45 ft.
  Melee bite +27 (2d6+11), 2 claws +27 (2d6+11)
  Ranged +1 spear +18 (3d6+10/×3)
  Space 15 ft.; Reach 15 ft.
  Special Attacks combat style (natural weapon), favored 
  enemy (elves +2, humans +4), rage (25 rounds/day), 
  rage powers (energy resistance: acid†, quick reflexes, 
  swift foot +5 ft), rend (2 claws, 2d6+7)
  Spells Prepared (CL 4th):
  1st—longstrider
   
  Str 29, Dex 12, Con 33, Int 15, Wis 11, Cha 15
  Base Atk +18; CMB +29; CMD 38
  Feats Eldritch Claws†, Endurance, Improved Initiative, 
  Improved Iron Will, Improved Natural Attack (claw), 
  Improved Rend, Improved Regeneration, Intimidating 
  Prowess, Iron Will, Power Attack, Skill Focus (Perception), 
  Soul of the Hydra, Vital Strike
  Skills Acrobatics +11 (+15 when jumping), Appraise 
  +7, Bluff +7, Climb +15, Craft (armor) +8, Escape 
  Artist +8, Handle Animal +15, Heal +13, Intimidate 
  +29, Knowledge (dungeoneering) +8, Knowledge 
  (geography) +9, Knowledge (nature) +9, Linguistics +4, 
  Perception +21, Ride +7, Sense Motive +9, Spellcraft +10, 
  Stealth –1, Survival +13, Swim +14
  New Magic Item:  
  Chain Armor of  
  Klemminjan the Cool
  Aura strong enchantment; CL 15th
  Slot armor; Price 36,510 gp; Weight 60 lbs.
   
  DESCRIPTION
  This Huge +4 fire resistant (10) chain shirt is 
  made of fine mithral links that seem to glisten 
  with frost and smoky mist. Once per day the 
  wearer can cause his hand to glow with a pale 
  blue radiance. A melee touch attack deals 
  4d6 cold damage and causes the target to be 
  staggered for 1 round (no saving throw). If the 
  attack is a critical hit, the target is staggered for 
  1 minute instead. 
   
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, resist 
  energy, frigid touch†; Cost 18,430 gp
  † Pathfinder Roleplaying Game Ultimate Magic
  
  7
  Lost Lore: Ecology of the Troll
  Languages Common, Giant, Orc
  SQ fast movement, favored terrain (mountains +2), 
  hunter’s bond (hunting companions), track +3, wild 
  empathy +8, woodland stride
  Combat Gear potion of blur, potion of haste, potion of 
  magic circle against good; Other Gear +1 spear, chain 
  armor of Klemminjan the Cool, amulet of mighty fists +2, 
  belt of giant strength +2, headband of mental prowess 
  +4 (Cha and Int)
   
  When not raging, G’Mash has the following stats: 
  AC 25, touch 9, flat-footed 24
  hp 303
  Fort +24; Will +8
  Resist fire 10
  Speed 40 ft.
  Melee bite +25 (2d6+9), 2 claws +25 (2d6+9)
  Str 25, Con 29
  CMB +27; CMD 38
  Skills Climb +13, Intimidate +27, Swim +12
  † Pathfinder Roleplaying Game Advanced Player’s 
  Guide
  Other Treasure
  In addition to the items listed above, G’Mash has the following 
  treasure adorning his lair: 
  • Three crowns (collected over the years) worth 9,000 gp, 4,100 
  gp, and 1,700 gp respectively.
  • Amongst a vast collection of cheaply cured hides are a number 
  of valuable furs (ermine, fox, mink, and sable). Total value, 11,000 
  gp.
  
  8
  Lost Lore: Ecology of the Troll
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
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  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
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  Lost Lore: Ecology of the Troll Copyright 2015 Frog God Games, LLC; Author 
  James Thomas
  
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