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Two-Headed Crocotroll

by Jamie Baty

PC2 AB28
Large Construct (Living Construct)
Hit Dice: 8d10+40 (84 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft. (6 squares)
Armour Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+17
Attack: Bite +12 melee (2d6 +7)
Full Attack: 2 Bite +12 melee (2d6 +7) and 2 claw +7 melee (1d6 +3)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Rend 2d6 +10
Special Qualities: Living construct traits, regeneration 5
Saves: Fort +7, Ref +3, Will +3
Abilities: Str 25, Dex 12, Con 21, Int 4, Wis 12, Cha 4
Skills: Listen +5, Spot+5, Survival +3
Feats: Cleave, Great Cleave, Power Attack
Environment: Any land
Organisation: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

Another creation of the evil mage Kavel Kleinszter, this experiment is far more dangerous and represented a step forward in his work. Fortunately the creation process was complicated and expensive, and ultimately he was unable to reliably reproduce its results. The only known specimen patrols the areas of the Blackheart Forest surrounding the Obsidian Tower.
This particular creature has the body of a troll, except it has two crocodile heads, and the body has the scales and coloration of a crocodile.

Combat
This creature attacks anything it stumbles across with two powerful bites and wicked claws.

Rend (Ex): If the two-headed crocotroll 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 the two-headed crocotroll. If a the two-headed crocotroll 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.

Living Construct Subtype: Unlike other constructs, a living construct has a Constitution score. Does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, does not have low-light vision or darkvision. Unlike other constructs, is not immune to mind-influencing effects. Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A living construct cannot heal damage naturally. Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. Unlike other constructs, a living construct can use the run action. Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct. A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. Can be raised or resurrected. Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. Does not need to sleep, but must rest for 8 hours before preparing spells.