Dark Dweller (aka Subterranean Troll) Large Giant
Hit Dice: 9d8+54 (92 hp)
Initiative: +2
Speed: 30 ft. (6 squares), 20 feet when armored
Armor Class: 26 (-1 Size, +2 Dex, +5 Natural, +10 Armor), touch 11, flat-footed 24
Base Attack/Grapple: +6/+18
Attack: Claw +12 melee (1d6+7) or Greatsword +12 melee (3d6+10/19-20)
Full Attack: 2 Claws +12 melee (1d6+7) and 1 Bite +7 melee (1d6+3) or Greatsword +12/+7 melee (3d6+10/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend
Special Qualities: Darkvision 150 ft., Low-Light Vision, Regeneration 5, Light Vulnerability, Stonecunning
Saves: Fort +12, Ref +5, Will +5
Abilities: Str 24, Dex 15, Con 23, Int 12, Wis 10, Cha 10
Skills: Appraise +6, Craft (any 2) +4, Handle Animal +6, Listen +6, Ride +6, Search +6, Spot +6
Feats: Alertness, Iron Will, Mounted Combat, Power Attack
Environment: Underdark
Organization: Solitary, pair, gang (3-4), band (5-8), or squad (11-20 plus 2 Sergeants with 2 Levels of Fighter, and 1 Leader with 3-6 Levels).
Challenge Rating: 9
Treasure: Standard
Alignment: Lawful Evil
Advancement: By Character Class
Level Adjustment: +6
Deep Dwellers are subterranean Trolls with far more intelligence than their brethren. They are bigger and stronger than most Trolls, and miners and smiths on par with the Dwarves. They have domesticated an Allosaurus species, which they have trained for warfare. Despite being blinded by the Sun, they show no fear of it.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Light Vulnerability (Ex): Dark Dwellers are blind in full sunlight or within the effects of a Dayligght spell.
Stonecunning (Ex): This ability grants a Dweller a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dweller who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Dweller can use the Search skill to find stonework traps as a rogue can. A Dweller can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Skills: Deep Dwellers have a +2 Racial Bonus on Appraise or Craft Checks on items of stone or metal.
Combat: Deep Dwellers use their Allosaur mounts to extend the range of night raids. They prefer ambushes with traps in their lair, but are more typical soldiers on raids.
DARK DWELLER "Down Hissy! Down!" Dark Dwellers are subterranean Trolls with far more intelligence than their brethren. They are bigger and stronger than most Trolls, and miners and smiths on par with the Dwarves. They have domesticated an Allosaurus species, which they have trained for warfare. Despite being blinded by the Sun, they show no fear of it.
DARK DWELLER RACIAL TRAITS · +14 Strength, +4 Dexterity, +12 Constitution, +2 Intelligence.
· Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
· Giant, giving them Low Light Vision
· Base land speed 30 ft.
· Darkvision 150 ft.
· +5 Natural Armor Bonus.
· Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
· Regeneration (Ex): Acid and Fire deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump
· Stonecunning (Ex): This ability grants a Dweller a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dweller who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Dweller can use the Search skill to find stonework traps as a rogue can. A Dweller can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
· Light Vulnerability (Ex): Dark Dwellers are blind in full sunlight or within the effects of a Dayligght spell.
· Racial Hit Dice: A Dark Dweller begins with nine levels of Giant, which provide 9d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +6, Ref +3, and Will +3. A Dark Dwellers Giant levels give it skill points equal to 12 × (2 + Int modifier, minimum 1) and 4 Feats. Its class skills are Appraise, Craft, Handle Animal, Listen, Ride, Search and Spot. Deep Dwellers have a +2 Racial Bonus on Appraise or Craft Checks on items of stone or metal.
· Dark Dwellers have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus 1/2 Str Modifier. They get 2 Claws, and 1 Bite with a Full Attack.
· Automatic Languages: Giant. Bonus Languages: Undercommon.
· Level Adjustment: +6
· Favored Class: Fighter
STARTING AGE Adulthood: 10
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6
AGING EFFECTS Middle Age: 50
Old: 75
Venerable: 100
Maximum Age: +5d20 years
HEIGHT AND WEIGHT Base Height: Male: 8'6" Female: 7'10"
Height Modifier: +2d6"
Base Weight: Male: 500 lbs. Female: 430 lbs.
Weight Modifier: x (2d6) lbs.
DARK DWELLER CHARACTERS Despite having no mental ability score penalties, you still aren't really meant to be a caster.
Adventuring Race: Dark Dwellers adventure to acquire wealth, glory and power.
Character Development: Find some way to offset your Light Blindness.
Character Names: Dark Dwellers use Troll names.
ROLEPLAYING A DARK DWELLER People are always stunned to see you. They're used to Trolls being feral.
Personality:You are quite greedy. If money is on the table, you'll do just about anything.
Behaviors: You spend a lot of time with the Dinosaurs, perhaps the only beings you have any affection for.
Language: Dark Dwellers speak Giant.
DARK DWELLER SOCIETY Dark Dwellers are miners and craftsmen by trade, and warriors as well. Most can make and maintain their own weapons and armor.
Alignment : The majority of Deep Dwellers are Lawful Evil.
Lands : Dark Dwellers prefer areas of the Underdark with easy surface access.
Settlements : Dark Dwellers rarely leave home.
Beliefs : Dark Dwellers prefer to worship Mammon.
Relations: Other races are slaves or are to be plundered for resources.
DARK DWELLER ADVENTURES · Something is making the Alllosaurs "fussy", and you need to put a stop to it.
· Someone has robbed your lair, and there will be hell to pay!
· The Mindflayers wish to acquire your services, but are being darn vague about details. Time to do some investigating.
Dark Dweller Racial Substitution LevelsFighter Level 4+: At Level 4 you can opt for a Racial Feat instead of a Fighter Feat.
Knight Level 5: When choosing a Bonus Feat at Level 5, you may opt instead for a Racial Feat.
Paladin of Tyranny Level 5: Replace Special Mount with the Allosaurus Companion Feat.