Posted in
Site Stuff on December 31st, 2008
Tags:
4e Monsters,
Trolls
Today I present three new tarollis to confront your players with. See Monday’s post for a write-up of tarollis as a player race.
Tarolli Berserker
| Tarolli Berserker |
Level 8 Brute |
| Medium Fey Humanoid (tarolli) |
XP 350 |
|
| Initiative +7 |
Senses Perception +7, low-light vision |
|
| HP 107; Bloodied 53 |
| Regeneration 5 |
| AC 20; Fortitude 20, Reflex 20, Will 20 |
| Speed 6 |
| M Battleaxe (Standard; at-will) |
| +11 vs. AC; 2d8+5 damage |
| m Berserker Strike (Standard; recharge 456, usable only while bloodied) |
| +11 vs. AC; 4d8+5 damage and target is knocked prone |
| Alignment Unaligned |
Languages common, giant |
|
| Skills Endurance +14, Intimidate +11 |
| Str 20 (+9) |
Dex 17 (+7) |
Wis 13 (+5) |
| Con 20 (+9) |
Int 7 (+2) |
Cha 15 (+6) |
|
| Equipment battleaxe |
Tactics
The tarolli berserker identifies the toughest foe and charges him, not stopping until one of the two is dead.
Tarolli Sniper
| Tarolli Sniper |
Level 6 Artillery |
| Medium Fey Humanoid (tarolli) |
XP 250 |
|
| Initiative +12 |
Senses Perception +9, low-light vision |
|
| HP 60; Bloodied 30 |
| Regeneration 4 |
| AC 18; Fortitude 19, Reflex 19, Will 17 |
| Speed 7 |
| M Handaxe (Standard; at-will) |
| +13 vs. AC; 1d6+4 damage. |
| R Longbow (Standard; at-will) |
| Ranged 10/20; +13 vs. AC; 1d10+4 damage. |
| r Accurate Shot (Standard; at-will) |
| The sniper makes a longbow attack, but rolls two attack rolls and keeps the better of the two. |
| Wild Step |
| The sniper ignores difficult terrain when shifting. |
| Alignment Unaligned |
Languages common, giant |
|
| Skills Nature +9, Stealth +12 |
| Str 13 (+4) |
Dex 19 (+7) |
Wis 12 (+4) |
| Con 18 (+7) |
Int 8 (+2) |
Cha 14 (+5) |
|
| Equipment handaxe, longbow, quiver of arrows |
Tactics
The tarolli sniper keeps its distance from its foes, preferring to have obstacles and/or difficult terrain in the intervening distance. It uses its handaxe only as a last resort.
Tarolli Witch Doctor
| Tarolli Witch Doctor |
Level 7 Controller (Leader) |
| Medium Fey Humanoid (tarolli) |
XP 300 |
|
| Initiative +7 |
Senses Perception +7, low-light vision |
|
| Ancestors’ Boon (healing) aura 8; Whenever an allied tarolli begins its turn in the aura, it gains temporary hit points equal to its regeneration value. |
| HP 82; Bloodied 41 |
| Regeneration 4 |
| AC 21; Fortitude 20, Reflex 20, Will 20 |
| Speed 6 |
| M Knock Some Sense Into Ya’ (Standard; at-will) |
| +12 vs. AC; 1d8+5 damage and target is dazed until the end of the witch doctor’s next turn. |
| R Juju Blast (Standard; at-will) |
Ranged 20; +11 vs. Reflex; 1d8+5 damage and the witch doctor makes a secondary attack against the same target.
Secondary attack: +11 vs. Fortitude; target is weakened (save ends) |
| r Voodoo Doll (Standard; recharge 6) ♦ charm |
| +11 vs. Will; target is dominated (save ends). The voodoo doll doesn’t start recharging until after this effect ends. |
| Alignment Unaligned |
Languages common, giant |
|
| Skills Heal +12, History +10, Insight +12, Nature +12 |
| Str 12 (+4) |
Dex 18 (+7) |
Wis 19 (+7) |
| Con 18 (+7) |
Int 14 (+5) |
Cha 18 (+7) |
|
| Equipment staff, juju bag, voodoo doll |
Tactics
The witch doctor first attempts to dominate someone with the voodoo doll. If a foe comes near, he knocks some sense into it and then moves away.

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