View Full Version : Pathfinder Acid Troll PEACH

2015-06-04, 12:50 PM
Acid Troll CR 1
XP 400
CE Small Humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +1

AC 14, touch 13, flat-footed 12; (+1 Size, +2 Dex,+1 Natural)
HP 2d8+6 (15)Regeneration 5, see below (cold)
Fort +6, Ref +2, Will +2

Speed 30 ft.
Melee Bite +2 (1d4+1) 2 Claws +2 (1d3+1)
Space 5 ft.; Reach 5 ft.

Str 12 (+1), Dex 14 (+2), Con 16 (+3), Int 6 (-2), Wis 10 (+0), Cha 5 (-3)
Base Atk +1; CMB +1; CMD 13
Feats Throw Anything, Iron Will
Skills Survival +4, Perception +1
Languages Giant
SQ Acidic Regeneration

Acidic Regeneration
Unlike other types of troll the acid troll's regeneration only fully functions after being 'primed' with acid. When an acid troll would take acid damage it instead heals five HP that round and every round for a number of rounds equal to its con mod afterwards. An acid troll still can not be killed unless it is dealt enough cold damage to kill it.

Further, any piece of an acid troll weighing 1lb or more can potentially regrow into a new acid troll should its regeneration be activated, separate pieces held in contact with one another will fuse when exposed to acid. Acid troll pieces that cant feed take starvation damage as normal.

Environment warm to temperate wetlands, forests, hills, and plains
Organization Solitary, Gang (36), or Mob (712)
Treasure standard

Thought by some to be related to Troblins acid trolls are squat humanoids with knobbly green skin and protruding jaws. An acid troll has no regard for its own safety and fights fearlessly except against animals which have eaten a chunk of one of them.

When the flesh of an acid troll is eaten it begins to regenerate in the stomach of the predator or scavenger eventually forming an entire separate acid troll which expands bursting the stomach and killing the host before clawing its way out.

2015-06-04, 03:33 PM
Why is the troll small in size? You might want to look at the monster creation guide: http://paizo.com/pathfinderRPG/prd/monsters/monsterCreation.html


Lord of Shadows
2015-06-04, 04:18 PM
I was wondering the same thing (why small size), the smallest of all the Trolls I can find is Medium. Perhaps something in its past...

I can see this Troll living deep in the Underdark, below the "cool" layer of the earth, closer to the deep magma and lava flows, and near a pool of acid. Also, the Organization could be: Solitary, Pair, Gang (36), or Mob (712). There are probably Duergar and Svirfneblin legends about them.

For Feats, perhaps Iron Will (http://www.d20pfsrd.com/feats/general-feats/iron-will---final) (typical among Trolls) and... how about Throw Anything (http://www.d20pfsrd.com/feats/combat-feats/throw-anything-combat---final)?

2015-06-17, 10:37 PM
Prity much done. I'm not fully happy with the fluff description, but I'm not a great writer.

2015-06-18, 07:48 AM
Okay, the ecology explains why these are small but I'm not sure why they are related to troblins (which are troll-goblin hybrids) instead of just trolls. Is there some goblin stuff lurking in there?


2015-06-18, 10:00 AM
now average ikea Tarrasque combo become real dangerous specialy the emerald legion one (http://www.giantitp.com/forums/showthread.php?101587-D-amp-D-3-5-The-Emerald-Legion-Mass-Producing-Ikea-Tarrasques) use this troll as the main one and you have indestructible( real bad suprise when you throw acid in to one) legion of terror under your command

2015-06-18, 11:36 AM
Since these have to be "primed" with acid, the easiest way to kill them is to kill them before they are primed. They do not regenerate cold damage so hit them with ray of frost spells a lot to soften them up. I still think Regeneration 5 is a bit much for CR 1.


Lord of Shadows
2015-06-18, 01:08 PM
I would compare the Acid Troll to both the Troblin (http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/troblin) and the Flood Troll (http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/troll/troll-flood), both of which are CR 2. (There doesn't appear to be any standard Pathfinder CR 1 Troll-based monster) The Troblin has straight Regeneration (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-) 2 that is defeated by Acid or Fire, and also has the special ability "Mutation" that may justify the CR 2. Flood Trolls have something called Rain Regeneration (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex-) 5 that only functions when exposed to "flowing water or precipitation." It is also defeated by Acid or Fire. Flood Trolls also have "Absorbent Hide" and a special attack, "Pounce," that probably justify the CR 2 rating. Acid Troll has no such special properties, and without the Regeneration it is not much different than any other CR 1 meatwad.

Another item with Acid Troll is that it should not be damaged by the same substance that causes it to Regenerate. For example, the Flood Troll's regeneration is activated by water, something that seems harmless, but on some worlds could be harmful. But, a Flood Troll is not "immune" to water, since water does not normally cause any damage. This would suggest that the Acid Troll originated in a very different environment than what is perhaps normally encountered in fantasy gaming, since it would almost need to be immune to acid damage. I picture a strange acid-covered world (or plane) where Acid Trolls rise up out of the smoking muck and lift their arms skyward, dripping acid, in defiance of their environment.

To try to keep within the desired CR 1, perhaps give it Immunity to Acid and Acid Regeneration 2, that only functions when "exposed to flowing acid or acid rain" and is defeated by cold. Presumably, flowing acid would be rather rare in a typical fantasy setting, and probably exists only deep underground. Acid rain, on the other hand, we are all familiar with as a byproduct of chemicals emitted into the atmosphere by heavy industry, and could possibly happen anywhere. Imagine the looks on your player's faces when they see a troll-thing rise out of the acid pit and advance toward them, drops of acid scorching the stone as it shambles forward. Or when they encounter this troll-thing in a dungeon and hurl vials of acid at it, thinking acid is the answer, only to discover they are making it stronger...

These two environments alone easily suggest two types of possible uses for Acid Troll: as foot soldiers for (or perhaps created or imported by) some deep, underground race (i.e. Illithid, Neolithid, Aboleth, etc.) or as inhabitants of some post-apocalyptic setting, or alternate plane, where acid rain is common.

Some standard Paizo CR +1 templates also could be combined with Acid Troll to good effect: Alchemically Quickened (http://www.d20pfsrd.com/bestiary/monster-listings/templates/alchemically-quickened-cr-1), Fleshwarped (http://www.d20pfsrd.com/bestiary/monster-listings/templates/fleshwarped-cr-1) (a new type would be needed), and Mana Wasted Mutant (http://www.d20pfsrd.com/bestiary/monster-listings/templates/mana-wasted-mutant-cr-1) with the Acidic Pusthules, Breath Weapon, and/or Speed abilities.

Lord of Shadows
2015-06-18, 01:39 PM
Also just found this in the entry for Fire-infused Troll (http://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/troll/troll-fire-infused):

Fire Healing (Ex)

A fire-infused creature regains 1 hit point for each full round that it remains in contact with fire. When struck by a magical fire effect, the fire-infused creature heals 1 point of damage per 10 points of damage that the fire effect would otherwise deal.

The Fire-infused Troll's regeneration is defeated only by acid.

2015-06-18, 04:36 PM
While an acid troll doesn't have acid immunity, instead of taking damage from the acid, it instead heals 5 points that round and every round for a number of rounds equal to its Constitution modifier afterwards. That's 4 rounds. On the 5th round, it will take acid damage although that would be nonlethal damage since it only takes lethal damage from cold. It can be rendered unconscious with enough acid damage, but not killed with it.


Instead, when your nonlethal damage equals your current hit points, you're staggered (see below), and when it exceeds your current hit points, you fall unconscious.

and this

If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.

This is a bookkeeping nightmare for any DM.