Friday, February 12, 2016

Fantasy Ireland Adventure: Keeper Hill-The Troll and the Doppelganger

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


The Troll and the Doppelganger

Lord Sid (Troll) Leader of the Tipperary County Orc Clan (FC)
HD 6+36, Hp 56* Regen, AC 16 (Natural)
Fort +11, Ref +4, Will +3
Melee: 2 Claws +9 to hit 1d6+6 and Bite +4 to hit 1d6+3
*Regenerates 3 Hp each rd, except for magic (including weapons), fire, and acid damage.

[Sid is a large, loathsome, rubbery green-skinned humanoid.  He is an absolute sadist.  Loves to inflict pain.  Creepy.  Coward at heart.  Wants to destroy the Goblin clan and especially the Barghest.  His main goal is to become a major Fomorian lord.  Note that Sid, as a Troll, cannot be converted into an undead creature, at least under these circumstances.]

Lord Sid (Troll) Leader of the Tipperary County Orc Clan (5e)
HD 8d10 + 40, Hp 84, AC 15 (Natural)
Str +4, Dex +1, Con +5, Int −2, Wis −1, Cha −2
Skills: Perception +1
Darkvision 60 ft.
Passive Perception 11

Keen Smell: The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration: The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Multiattack: The troll makes three attacks: one with its bite and two with its claws.

Melee: Bite +7 to hit, 7 (1d6 + 4) piercing and 2 x Claw +7 to hit 11 (2d6 + 4) slashing

The Doppelganger (name unknown) agent of Lord Sogore (FC)
HD 4d8+4, Hp 22, AC 15 (Natural), Enhanced Init +3
Fort +4, Ref +5, Will +6
Melee: Slam +5 to hit 1d6+1
Ranged: 2 x Darts (8) +7 to hit 1d4 + Poison DC 12 Fort Sv or Stunned (with pain) 4 rds 

Disguise +9, Dopplegangers physically take another’s form.  They need to see and hear someone in person to do so.  It takes them only 1 rd to change form.  Their disguise will only drop if killed.  A True Seeing spell or some other magical sight device will see their true form, a pale, almost featureless humanoid.

Telepathic +6 (+4 Int, +2 HD)
DC 12 Sense Thoughts and Psychometry: These abilities are used to enhance their subterfuge.

[The Doppelganger is currently disguised as a Bugbear, though it is capable of taking anyone’s form.  While cool and calculating, It is becoming a bit desperate for a means of escape.  It can’t disguise Itself as undead and fool the actual undead.  It needs a mass of bodies distracting the undead for it to have a chance at sneaking off unobserved.]

The Doppelganger (name unknown) agent of Lord Sogore (5e)
HD 8d8 + 16, Hp 52, AC 14 (None)
Str +0, Dex +4, Con +2, Int +0, Wis +1, Cha +2
Deception +6, Insight +3, Passive Perception 11
Condition Immunities: charmed
Darkvision 60 ft.

Shapechanger: The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.
Read Thoughts: The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Multiattack: The doppelganger makes two melee attacks.
Melee: Slam +6 to hit 7 (1d6 + 4) bludgeoning

Ambusher: The doppelganger has advantage on attack rolls against any creature it has surprised.

Surprise Attack: If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) 

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