The * Frilond * Campaign
Ghoul-Troll

The following updates a choice monster from a mammoth 3.0 necromantic adventure to 3.5. The following text is Open Game Content:

This massive brute seems to be an amalgam of the worst features of a hound, baboon, and a human, blending them into a leering, fanged visage of demonic appearance. It has long arms, corded with muscle, that terminate in hideous clawed hands and feet.

Ghoul-Troll CR 8

Always CE Large undead (extraplanar)

Init +2; Senses darkvision 60 ft.; Listen +10, Spot +10

Aura stench (10-ft. radius, DC 20)

Languages Abyssal

AC 19, touch 11, flat-footed 17
(+2 Dex, -1 size, +8 natural)

hp 65 (10 HD); fast healing 5; DR 10/cold iron and magic

Immune undead traits

Resist +4 turn resistance; SR 16

Fort +3, Ref +5, Will +8

Spd 30 ft. (6 squares)

Melee 2 claws +10 (1d6+5) and bite +6 (1d8+1)

Space 10 ft.; Reach 10 ft.

Base Atk +5; Grp +14

Atk Options improved grab, magic strike, rake (1d6+2)

Special Actions paralyzing gaze (DC 18)

Abilities Str 21, Dex 15, Con –, Int 13, Wis 15, Cha 17

SQ create spawn

Feats Ability Focus (stench), Multiattack, Skill Focus (Hide), Weapon Focus (claw)

Skills Climb +13, Escape Artist +10, Hide +10, Jump +13, Listen +10, Move Silently +10, Search +9, Spot +10

Environment any land or underground

Organization solitary, gang (2–4), or troupe (2–4 plus 7–12 ghoul-gnolls or ghouls)

Treasure standard

Advancement 11–15 HD (Large), 16–20 HD (Huge)

Create Spawn (Su) In most cases, ghoul-trolls devour those they kill. Yet those that are not devoured rise as ghoul-trolls in 1d4 days. Spawn are not under the command of the ghoul-troll that killed them. They retain none of the abilities they had in life.

Improved Grab (Ex) To use this ability, a ghoul-troll must hit a Large or smaller opponent with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can make 2 rake attacks.

Paralyzing Gaze (Su) Paralysis for 1d6 minutes, 30 feet, Will save DC 18 negates. Elves are not immune to the paralyzing gaze of the ghoul-troll The save DC is Charisma-based.

Rake (Ex) Attack bonus +9 melee, damage 1d6+2.

Stench (Ex) The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 20 Fortitude save or be sickened for 1d6+7 minutes. A creature that successfully saves cannot be affected again by the same ghoul-troll's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

These vile things often dwell in packs, including ghoul-gnolls and/or once-human ghouls. Naturally, their favorite food is carrion and human corpses, but a fresh one will do if they can't wait for "aging."

These creatures stand about 12 feet tall and have clawed hands and feet of animal nature despite their human-like fingers and toes. Their skulls are also humanoid in shape, albeit more akin to that of a gorilla. Such as skull is elongated, with massive, hyena-like jaws, glaring bestial eyes, and hyena-like ears.

Combat

Ghoul-trolls attack any living creature on sight, usually attempting to catch would-be prey by surprise.