Henry said:
Have there been any stats for half-trolls and half-goblins in any WotC works? How about any Open Game Content varieties? I've been thinking about such for a homebrew project I've worked on occasionally, and wanted to see if anyone else's take was better than my pathetic efforts.
Thanks for any help anyone can give.
OGC courtesy of BoTD. There's also an excellent section in the book on creating half-creatures.
Half-troll/Half-gnoll
Large Giant (Troll)
Hit Dice: 4d8+20 (42 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 16 (–1 size, +2 Dex, +5 natural); 14 flat-footed, 11 touch
Attacks: 2 claws +9 melee, bite +4 melee; or longbow +4 ranged
Damage: 2 claws 1d6+7, bite 1d4+3; or longbow 1d8/crit x3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rend 2d6+10
Special Qualities: Darkvision 60 ft., regeneration 2, scent
Saves: Fort +9, Ref +3, Will +0
Abilities: Str 25, Dex 14, Con 21, Int 6, Wis 9, Cha 4
Skills: Listen +4, Spot +4
Feats: Alertness, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or gang (2-5)
CR: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Rend (Ex):
When a half-troll hits with both claw attacks against a single opponent in one round, it automatically tears the flesh, inflicting the indicated damage.
Mixed Blood (Ex):
For all special effects and abilities, the half-troll is considered to be a troll, a giant, and a gnoll.
Regeneration (Ex):
Fire and acid deal normal damage to a half-troll. If a half-troll loses a limb or body part, the lost portion re-grows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.