Ice Troll

FREQUENCY: Rare (moist areas of dungeons, usu. near running water)

FREQUENCY: Rare ([Dungeon Level II])

FREQUENCY: Rare ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness Plains])
FREQUENCY: Very rare ([Cold Wilderness Forest], [Cold Wilderness Swamp], [Cold Wilderness Desert])
FREQUENCY: Very rare ([Cold Freshwater Surface])

NO. APPEARING: 1-6
ARMOR CLASS: 8
MOVE: 9"
HIT DICE: 2
% IN LAIR: 10%
TREASURE TYPE: [D] (no magical items)
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-8/1-8
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Regeneration; impervious to cold; magical weapons to hit
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Chaotic evil
SIZE: L (9' tall)
LEVEL/X.P. VALUE: II | 44 + 2

This relative of the normal troll closely resembles its stronger cousin
except that it has a very cold, semi-transparent body.

The ice troll attacks with two claws for 1-8 HP of damage each.
They may be directed against different opponents.

Regeneration: These creatures
dwell in moist areas of dungeons, usu. near running water, and
have the regenerative powers of a normal troll but at a rate of 2 HP
per 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.

Impervious to Cold: Ice trolls are unaffected by cold and

Magical Weapons to Hit: can only be hit by magical weapons or missiles.

Fire inflicts double damage on them.

They have superior (90') infravision and an acute sense of smell. <odor detection, dsg>


 

    by Russell Cole