ACTIONS 3 (2 in its turn; 1 in 10 INIT points later) NATURAL DAMAGE 3d6+5 REACH 10'
Claws 5d6 (3d6+5 blunt damage) Large club 7d6 (3d6+5 blunt damage)
Skillsscent 3 (2d6), hardy 15 (5d6), clubs 3 (2d6) Gear large club
Regeneration. All trolls regenerate 1d6 HEALTH at the start of their turn. Trolls can be reduced to less than zero HEALTH, but their regeneration power continues, and they wake up again when their HEALTH rises above zero. If dismembered, the troll still regenerates from the largest of the remaining body parts.
Turned to stone. If trolls are exposed to sunlight, they immediately turn to stone. This is the only way to permanently kill a troll.
Charge. Trolls charge eagerly into batte, confident in their regeneration powers. Once per turn, when making a melee attack, the troll can move its speed in a straight line and then attack at the end of it. This costs 2d6 and grants +1d6 damage to the attack.
Knockback. On a successul hit, the target is knocked 1 square plus one square for each size category the troll exceeds the target (so a medium-sized creature is pushed 3 squares).
Knockdown. The target is knocked prone and gains the Downed condition (making it unable to stand until that condition has been shaken off). It still takes 3d6+5 blunt damage.