Monster
Troll
- Resistance (RES)
- 3
- Reluctance to negotiate (RN)
- 4
- Agility (AGI)
- 6
- Strength (dice)
- 2K6+3
- Weapon
- –
- Spells
- –
- Treasure
- J
- Tiles
- 2
- Special ability
- regeneration
RES: Resistance, RN: Reluctance to Negotiate, AGI: Agility, Strength: K6 dice rolled in combat, Tiles: monster tile count. Treasure codes refer to the Treasure table.
How it plays
A Troll regenerates: at the end of every third monster-attack phase it heals one wound, so a slow fight is a lost fight. Strength 2K6+3 and agility 6 make for a hard slog. Hit it with everything at once: Psychic Strike, Lightning Bolt and strong melee in the front rank. Resistance 3 and reluctance 4 are middling. Type J treasure makes it worth the effort.
- It resists a spell on a 1K6 roll of 1–3, so about 50% of your spells fail against it.
- Its attacks wound 100% of the time and average 1.2 wounds per attack at maze level 1.
- Reluctance to negotiate 4: you can try negotiation, then a bribe, before you fight.
- It lairs in 2 of the 36 resident-monster outcomes and wanders in 1 of the 18 wandering outcomes.
- Group size on the encounter tables: 1.
Figures are for maze level 1 and come straight from the rulebook tables. Deeper levels add strength, agility and reluctance to negotiate (table 6.7).
In Citadel of Blood
- Troll regeneration: 1 wound at the end of every third Monster phase in Labirynt Śmierci; 1 wound every third Monster phase after the first wound it takes in Citadel of Blood. All rule differences →
- The sixth row of the room table: Skeletons 1D3, then the Troll, then Evil Spirits 1D3+2 (columns 3 to 5) in Labirynt Śmierci; Skeletons 1D6, then Wraiths 1D3+2, then the Troll (columns 3 to 5) in Citadel of Blood. All rule differences →
Full rules: 8.0 Monsters, Negotiation, and Bribery· 9.0 Combat· 15.0 Special Abilities of Certain Monsters· Monster stats table (8.2)