Trog (3.5e Creature)
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|Hit Dice:||2d12 (35 (2d12+12 +3) hp)|
|Armor Class:||17 (+2 Dex, +2 Natural, +3 Studded Leather), touch 14, flat-footed 15|
|Attack:||hammer throw (35 ft, +6, 1d6) or Frosty Axe (0 ft, +6, 1d6+1d4+ 4)|
|Full Attack:||2 Hammer throws or 1 Frosty Axe|
|Space/Reach:||5 by 5/10 ft|
|Special Attacks:||-Chill Aura|
|Special Qualities:||Cold Immunity, Fire Vulnerability, Dying Frenzy|
|Saves:||Fort +6, Ref +2, Will +0|
|Abilities:||Str 18, Dex 14, Con 22, Int 9, Wis 12, Cha 9|
|Skills:||Spot 4, Listen 4, Intimidate 2|
|Environment:||Caves or Mountains|
|Alignment:||N, NE or CE|
|Level Adjustment:||Trogg, Giant|
You look up slowly from your pilfered loot. Before you stands and icy giant with icicles for hair and craggy stalagmites for teeth... and it doesn't look happy.
Troggs are the smaller cousins of giants, and are utterly dependent on cold, since their body is 30% ice.
Troggs begin by charging the most tough looking enemy, and attacking them with its axe. It gets to close range quickly so as to Utilize Chill Aura. It retreats when under 15 HP and tosses its hammer from a safe distance for the remainder of the encounter.
Cold immunity, Fire vulnerability, Dying Frenzy, Chill aura "Cold Immunity": Troggs are immune to damage from spells with the Cold subtype, or any attack with it.
Fire vulnerability": Troggs take double damage from attacks with the Fire subtype.
"Dying Frenzy: When under 10 HP, Troggs get a +1 on all attack and damage rolls.
"Chill Aura": Every turn, enemies must make a DC 10 Fort Save or be frozen in ice for 1 round.