Angroll

Armor-plated and hunched, an angroll is a fearsome foe—and they never travel alone.

Angrolls are a large, armored race of beings who seemingly hate all other races of Uteria. They appear to be related to the common armadillo, but their own lore denies this. They are a couple heads taller than humans, but are often slumped forward, giving them the appearance of being shorter. They are a dirty race, their armored shells often coated in dirt and matted hair hanging long from their heads. Although they seem able to speak a guttural common tongue, one usually hears only a shout before they attack.

Angrolls are cowardly creatures, never attacking unless they have superior numbers. They use all manner of weapons, usually scavenged or stolen.

Angrolls live in tribes along the Wildelands, the Wastelands, and Jaldur Desert.

—From the Bestiary Tome of Cianan

We often look down upon the filthier creatures of our world, but what is one to expect of a creature confined for so many generations to the deserts and wastes of Atheles? Might this not fuel their anger and aggression? As an experiment, I would like to take a group of them in, bathe them, and feed them well, and see if their legendary aggression might recede, and if our own arrogant impression of them as filthy creatures might fade.

—Delgon

Angroll

STRCONSIZINTACUDEXSOC
1412161010128

CV: 2

Class: Being

Type: Terian

Speed: 25

HP: 14

Damage Modifier: 1d4

Armor Value: 2

Attack: Weapon (Spear or Sword) 60% 1d8+1+1d4

Skills: Spot 50%, Survival 60% Other Skills 25%

Special: Hold Breath, Immune Disease, Create Sandstorm, Shrill Scream, Curled Defense

Weaknesses:  None

Horror: N/A

Treasure:  Standard

Special Abilities

Hold Breath 

Despite living in the desert, an angroll can hold its breath for a number of minutes equal to half its Constitution score before it risks drowning.

Immunity (Disease)

Angrolls are immune to almost all diseases and their effects. While immune, they can still carry and infect other creatures.

Create Sand Storm 

If an angroll is burrowed when first encountered, it creates a violent cloud of sand and dust, in a 20-foot radius, upon bursting from the ground. Any non-angroll creature caught in this area without eye protection must make an Agility save, or be blinded for 1d3 rounds. Whether the character succeeds the save or not, 50% concealment applies for 1d4 rounds until the sand settles.

Shrill Scream 

Once per hour, an angroll can, as a standard action, emit a loud, piercing scream. Any non-angroll creature within 30 feet of the angroll must make a Spirit save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same angroll’s scream for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead.

As a free action, an angroll can join in another angroll’s scream. The save becomes difficult and adds +1 round to the shaken duration for each additional angroll joining in the scream.

Curled Defense

An angroll can, as a full-round action, curl into a ball and use its natural armor plating to protect itself. It becomes invulnerable to natural attacks and gains 10 AV to all other attacks. Curling into a defensive ball while in melee provokes an attack of opportunity, and the angroll is considered flat-footed while taking this action. It requires 1 round to uncurl from this position, and while uncurling, it is considered helpless.

Infected Equipment

Angrolls are filthy creatures, and their equipment is just as disgusting. If any character takes equipment or items from an angroll’s body or lair without cleaning it well, they have a 50% chance to contract an illness from the items. Angroll Filth, Disease: Save; Stamina, onset 1d3 days, frequency 1/day, effect 1 Con damage, cure 2 consecutive saves.