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Spirit Trolls are a race of trolls that are very similar to, but not to be mistaken for, a Spectral Troll. They typically start out as completely invisible and remain unseen without special illusionary detection's. Once the creature has performed an overt action, such as an attack, then their appearance is akin to weak invisibility. As such, the creatures are difficult to target with spells and missile fire.

The Spirit Troll encountered in the Ust Natha Bazaar has the appearance of a "typical" troll and does not posses the ability to become invisible.

Gameplay[]

They have an innate always on improved invisibility effect. This ability cannot be dispelled or removed. It allows their first attack to strike with a +4 THAC0 bonus, and they stay invisible after an attack. For that reason, they cannot be struck by single target spells. Attacks against the Spirit Troll creature suffer a -4 penalty to attack rolls, and the troll's Saving Throws are made with a +4 bonus. However, they become visible when they are unconscious.

These creatures strike with long sinewy limbs and sharp piercing claws that hit as +3 enchanted items and inflict 2d6+2 piercing damage, which is also modified by their above average strength. Any hit will drain 1 point of Strength with a duration of 300 seconds (5 Turns). This cannot be resisted and there is no saving throw. Multiple hits are additive to the strength loss - if reduced to zero strength the target creature will die. Additionally, the hit also reduces the target's current Hit Point modifier by 1d4 +2 (no damage resistance or Stoneskin effect can block it).

Like a normal troll, they regenerate damage at 1 HP per second. Upon being reduced to 1 hit point, they are rendered unconscious, which provides a brief span of time to permanently kill the creature by means of fire or acid damage, otherwise they rapidly regenerate and rise to fight again.

Location[]

DASPITRO:
Ust Natha - Ust Natha Bazaar

PPTROLL1:
Spellhold - Bodhi's Hunt: Level 3

TROLSI01:
de'Arnise Keep -
Cellar
First Floor
Second Floor

Druid Grove - Troll Mound (both areas)

Spellhold - Bodhi's Hunt: Level 3

Watcher's Keep -
Level 1: Altar Level
Level 4: Machine of Lum the Mad [1]
Level 5: Final Seal (third red globe)

Gallery[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Mods[]

Sword Coast Stratagems mod revises the Spirit Troll. It is now a 9 HD creature with 50% Physical damage resistance. A default AI is assigned to the troll for better targeting, threat assessment capability and smarter tactical and spell launching behavior. The Spirit Troll is provided with unlimited innate use of the following spells:

The frequency of how often the troll will use any of these spells is based on the player game difficulty selection. It can range from once per turn to every two rounds of combat. The troll selects the appropriate spell based on the party's vulnerability assessment script criteria.

Several Spirit Trolls are added to the exterior and interior of the de'Arnise Keep as part of the Tactical Challenges for BG2 "Improved D'Arnise Keep" component. More are added alongside TorGal - the number is determined by game difficulty selection.

Gallery[]

External Links[]

References

  1. SPAWNGRP.2DA (RDTroll2)
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