# Troll, Fire >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >claws: 1d6 (×2) > >bite: 1d8 (×2) > >Melee/Ranged: +15/+9 > >Secondary: +10/+4 > >Multiattack: +13/+7 > >M/R_PA: +15/+9 > >2nd/PA: +10/+4 > >MA_PA: +13/+7 > >Itterative: 2 > > xDmg:: Str: +9; Str2: +13; StrOH: +4; StrPA: +9; StrPA2H: +13; StrPAOH: +4 > > xDCs:: Str: 24; Dex: 18; Con: 23; Int: 15; Wis: 16; Cha: 15 > > xFeat:: 4/5 (1) > > > > > > xLang:: 0/0 (0) <div class="grid-container"><div class="MON">Fire Troll</div> <div class="CR">CR 9 (6,400 XP)</div> <div class="SOU">Dragon #199</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CE Large Humanoid (fire, giant) **Init** +3 **Senses** darkvision 90 ft., low-light vision; **Perception** +1 #### defense **AC** 22, 12 touch, 19 flat-footed (+3 Dex, +10 natural, -1 size) **hp** 120 (10d8+80); regeneration 8 (electricity) **Fort** +15, **Refl** +6, **Will** +4 **Feint** 18, **Demoralize** 21 **Immune** acid, fire **Weakness** vulnerable to cold #### offense **Speed** 40 ft. **Melee** 2 claws +15 (1d8+9), bite +15 (1d8+9) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** caustic blood, fiery regeneration, vulnerability to cold #### statistics **Str** 28, **Dex** 17, **Con** 26, **Int** 10, **Wis** 12, **Cha** 11 **BAB** +7, **CMB** +17, **CMD** 30, **TA** +15, **RTA** +9 **Skills** Climb +22, Perception +1, Survival +14 **Languages** #### special abilities ### Caustic Blood (Ex) A fire troll's blood is highly acidic. A creature that deals piercing or slashing damage to a fire troll as part of a melee attack with a natural weapon or unarmed strike must succeed at a DC 99 Reflex saving throw or take 1d6 points of acid damage. A creature that deals piercing or slashing damage to a fire troll with a melee weapon must succeed at a DC 99 Reflex saving throw or the weapon takes 1d6 points of acid damage (objects take full damage from this acid); if this damage exceeds the weapon's hardness, the weapon gains the broken condition. The save DC is Constitution-based. ### Fiery Regeneration (Ex) The fire troll's regeneration ability draws on the energy available in areas of severe heat (110° F or higher). Under such conditions, the fire troll's regeneration increases by 4 points to 12 points per round. If any effect that deals fire damage targets a troll, its regeneration ability increases to 20 points for 1 round. If the troll is exposed to multiple attacks during the same round, its improved regeneration 5 duration remains 1 round. ### Vulnerability to Cold (Ex) Trolls regenerate cold damage despite their weakness to it. If cold damage drops a fire troll to 0 or fewer hit points, it must make a Fortitude save (DC 15 + cold damage taken) or be frozen in place. The troll is helpless for 2d4 rounds. If further physical or electrical damage reduces it to -10 hit points or lower, its frozen body shatters into dozens of pieces, killing it. Fire trolls are smarter than normal trolls. They prefer to strike from ambush, and whenever possible they exploit their immunity to fire and acid damage. A fire troll might wade into a stream of magma to leap out and attack passing travelers. Fire trolls use their Improved Bull Rush feat to knock foes into magma before diving in after them. Their love of roasted, burnt flesh makes this tactic their preferred method of fighting. In areas of extreme heat, fire trolls prefer hit and run attacks to wear down their enemies. They know that softer creatures - as they call those vulnerable to heat - lose their strength and vitality when exposed to searing temperatures for extended periods. Fire troll spellcasters use dispel magic to tear away any defenses against heat attacks before a tribe closes for combat.