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