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Trow

troll, fantasy, monster, Trow

Used with Permission from Tevish Szat of the Wizards Community forums.

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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 Dice8d6+16 (44hp)
Initiative+6
Speed40′
AC19 (-1 Size, + 2 Dexterity, +8 natural)
Attacks2 Claws +5 Melee
DamageClaw 1d8+2
Face/Reach10’x10’/10′
Special AttacksRend +4d6
Special QualitiesSunlight vulnerability, SR 18, DR 15/+2 or cold iron
SavesFort +6, Ref +8, Will +6
AbilitiesStrength 15, Dexterity 14, Constitution 18, Intelligence 8, Wisdom 10, Charisma 6
SkillsClimb +13, Swim + 13, Jump +13.
FeatsImproved Initiative, Power Attack, Cleave
Climate/Terrainany hills or mountains
Organizationsolitary or band
Challenge Rating6
TreasureStandard
AlignmentUsually 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.

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