Challenge Rating: 3

Size: Medium

Type: Humanoid (angroll)

Initiative: +1



Hit Points: 21 (3HD)

Armor Class: 16, touch 11, flat-footed 15 (+1 dex, +5 natural armor)

Saves: Fort: +3 Ref +2 Will +1

Weaknesses: None



Speed: 40’

Base Attack: +3

Melee: Sword +5 (1d8+2)

Ranged: Short Bow +4 (1d6)

Special Attacks: Shrill Scream

Sanity Effects: —



Abilities: STR 14, DEX 12, CON 12, INT 10, WIS 11, CHA 11

Skills: Acrobatics +1, Athletics +2,  Awareness +3, Endurance +0, Knowledge +0, Persuasion +0, Spellcraft –, Survival +1, Thievery +1

Talents: 3 points or recommended: Alertness, Blind Fight, Favored Terrain (Desert)

Special Qualities: N/A



Environment: Warm Plain or Desert

Organization: Solitary, Pair, Hunting party (2-4), Clan (20-80)

Treasure: NPC 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.



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 upon bursting from the ground in a 20 foot radius. 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, a Angroll can, as a standard action, emit a loud and 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 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. Save Fort DC 14, onset 1d3 days, frequency 1/day, effect 1 Con damage, cure 2 consecutive saves. The save DC is Constitution-based.


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