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 terans, 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
- Challenge Rating: 3
- Size: Medium
- Type: Humanoid (angroll)
- Initiative: +1
Defense
- Hit Points: 16 (3HD: 3d8+3)
- Armor Class: 16, touch 11, flat-footed 15 (+1 DEX, +5 natural armor)
- Saves: Fort: +3 Ref +2 Will +1
- Weaknesses: None
Offense
- Speed: 40 ft.
- Base Attack: +3
- Melee: Sword +5 (1d8+2)
- Ranged: Short Bow +4 (1d6)
- Special Attacks: Shrill Scream, Create Sand Storm
- Sanity Effects: —
Statistics
- Abilities: STR +2, DEX +1, CON +1, INT -2, WIS +0, CHA +0
- Skills: Acrobatics +1, Athletics +2, Awareness +4, Endurance +1, Knowledge -2, Persuasion +0, Spellcraft -, Survival +2, Thievery +1
- Talents: 3 points or recommended: Alertness, Blind Fight, Call of Nature (Desert/Warm Plains)
- Special Qualities: Hold Breath, Immunity (Disease), Curled Defense, Infected Equipment
Ecology
- Environment: Warm Plain or Desert
- Organization: Solitary, Pair, Hunting party (2-4), Clan (20-80)
- Treasure: Standard plus gear.
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 a DC 10 Reflex 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 DC 13 Will 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. The DC for a shaken creature is 14.
As a free action, an angroll can join in another angroll’s scream. Add +1 to the DC and +1 round to the penalty 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 5 DR 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 3 rounds 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 or casting Remove Disease, they have a 50% chance to contract an illness from the items. The increased DC is due to the prolonged contact with the infected items. Filth Fever Save Fort DC 14, onset 1d3 days, frequency 1/day, effect 1 Con damage, cure 2 consecutive saves.