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Sratt "The Demigod" - CR: 3
SpeciesTroll
SubspeciesMorph Troll
SizeMedium
Hit Dice2d12 (24hp)
Speed30ft
AbilitiesStr 16, Dex 14, Con 15, Int 15, Wis 18, Cha 10
Special Qualitiesregenerates 12 hp at the end of the round
OrganizationSolitary
TreasureStandard
AlignmentChaotic Evil
Skills
Listen +7, Spot +9, Diplomacy +1, Heal +3, Knowledge(Spirits)+3, Concentration +6, Craft (trapmaking)+6, Craft (leatherwork)+6
Feats
Alertness, Iron Will, Track, Leadership, Weapon focus (warhammer), Spellcasting Prodigy, Run
Combat
Initiative+2
Armor Class (AC)20 ( +6 natural,+2 leather, +2Dex ), touch 12, flat-footed 18
Base Attack+2/+12
AttackClaw +5 melee (1d6), Spells (see description), The Holy Tree (1d6)
Full Attack1 claws +5 melee (1d6) and bite +5 melee (1d6), +5 The Holy Tree (1d6+3)
Space/Reach5ft/5ft
Special AttacksSpell list, Animal companion Spider (medium) Bite +4 melee (1d6 plus poison)
SavesFort +1, Ref +1, Will +3
Description
Scratt "The Demigod" is a 3rd shaman classed Morph Troll obsessed with freeing his people and believing he is chosen by his god "The Holy Ancestor"

Information:
Hero Domain Power - Once per day you can add your shaman level to an attack roll

War Domain Power - Martial Weapon Proficiency and weapon focus with a small or medium weapon of your choice

Spontaneous Casting: Good shamans can channel stored spell energy into healing spells that they haven't prepared ahead of time. The shaman can "lose" a prepared spell in order to cast any cure spell of the same level or lower (a cure spell is any spell with "cure" in its name). For example, a good shaman who has prepared bless (a 1st-level spell) may lose bless in order to cast cure light wounds (also a 1st-level spell).

Good shamans can cast cure spells in this way because they are especially proficient at wielding positive energy.
An evil shaman, on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in the title). Such shamans are especially proficient at wielding negative energy.

A neutral shaman can convert spells either to cure spells or to inflict spells (player's choice), depending on whether the shaman is more proficient at wielding positive or negative energy.

Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral shaman turns or rebukes undead (see below).

A shaman can't use spontaneous casting to convert domain spells into cure or inflict spells. These spells arise from the particular powers of the shaman's chosen spirits, not divine energy in general.
Chaotic, Evil, Good, and Lawful Spells: A shaman can't cast spells of an alignment opposed to his own. A good shaman cannot cast evil spells, and vice versa. Spells associated with the alignments of chaos, evil, good, and law are identified as such on the "School, Subschool and Descriptors" line of the spell description.

Unarmed Strike (Ex): Like monks, shamans are trained to fight unarmed. At 1st level, a shaman gains Improved Unarmed Strike as a bonus feat. Also, like a monk, a shaman deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Shaman. The unarmed damage on Table: The Shaman is for Medium shamans. A Small shaman deals less damage than the amount given there with her unarmed attacks, while a Large shaman deals more damage; see Table: Small or Large Shaman Unarmed Damage.

Animal Companion (Ex): Like a druid, a shaman may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the shaman on his adventures as appropriate for its kind.

A 1st-level shaman's companion is completely typical for its kind except as noted in the Druid's Animal Companion sidebar, using the shaman levels as druid levels. As a shaman advances in level, the animal's power increases as shown on the table. If a shaman releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A shaman of 4th level or higher may select from alternative lists of animals (same as the druid). Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character's effective druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's effective druid level and compare the result with the druid level entry on the table to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, he can't have that animal as a companion.)

Spirit Sight (Su): A shaman of 2nd level and above can see ethereal creatures (including spirits) as easily as he sees material creatures and objects. The shaman can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct.
Turn or Rebuke Undead (Su): When a shaman reaches 3rd level, he gains the supernatural ability to turn or rebuke undead. He may use this ability a number of times per day equal to three plus his Charisma modifier. He turns undead as a cleric of two levels lower would. Neutral shamans must choose to either turn or rebuke undead (see Spontaneous Casting above).

Animal companion:
Medium spider: https://www.d20srd.org/srd/monsters/monstrousSpider.htm

Spell list:
Magic weapon
Spiritual weapon
Divine favor
Bull’s strength

Created by

GeneralOvertime.

Statblock Type

Monster

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