Trow
Used with Permission from Tevish Szat of the Wizards Community forums.
Trows are malicious fey creatures that haunt lonely roads and places on the fringe of human lands. They are always wicked and evil, so much so that they cannot stand the light of the sun. Trows appear as humanoid, and always somehow malformed. They may have clawed feet, long crooked noses, a gangly appearance, and/or parchment yellow skin.
Trow | |
Large fey | |
Hit Dice | 8d6+16 (44hp) |
Initiative | +6 |
Speed | 40′ |
AC | 19 (-1 Size, + 2 Dexterity, +8 natural) |
Attacks | 2 Claws +5 Melee |
Damage | Claw 1d8+2 |
Face/Reach | 10’x10’/10′ |
Special Attacks | Rend +4d6 |
Special Qualities | Sunlight vulnerability, SR 18, DR 15/+2 or cold iron |
Saves | Fort +6, Ref +8, Will +6 |
Abilities | Strength 15, Dexterity 14, Constitution 18, Intelligence 8, Wisdom 10, Charisma 6 |
Skills | Climb +13, Swim + 13, Jump +13. |
Feats | Improved Initiative, Power Attack, Cleave |
Climate/Terrain | any hills or mountains |
Organization | solitary or band |
Challenge Rating | 6 |
Treasure | Standard |
Alignment | Usually Neutral Evil |
Combat
Trows revel in hurting things weaker than them, but will quickly retreat from a superior force.
Sunlight Vulnerability (Ex) If exposed to natural sunlight (not simply a daylight spell or the like) a Trow will turn to stone. Trow must be underground by dawn and will even flee a combat they are winning if the sun will soon rises.