Troll

- Size: Large
- Type: Giant
- Alignment: Chaotic Evil
- AC: 15
- Initiative: +1 (11)
- HP: 94 (9d10 + 45)
- Speed: 30 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 13 | +1 | +1 |
| CON | 20 | +5 | +5 |
| INT | 7 | -2 | -2 |
| WIS | 9 | -1 | -1 |
| CHA | 7 | -2 | -2 |
- Skills: Perception +5
- Senses: Darkvision 60 ft.; Passive Perception 15
- Languages: Giant
- CR: 5 (XP 1,800; PB +3)
Traits
Loathsome Limbs (4/Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes a Troll Limb. The limb acts immediately after the troll's turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points.
Regeneration. The troll regains 15 Hit Points at the start of each of its turns. If the troll takes Acid or Fire damage, this trait doesn't function on the troll's next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn't regenerate.
Actions
Multiattack. The troll makes three Rend attacks.
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6 + 4) Slashing damage.
Bonus Actions
Charge. The troll moves up to half its Speed straight toward an enemy it can see.
Troll Limb
- Size: Small
- Type: Giant
- Alignment: Chaotic Evil
- AC: 13
- Initiative: +1 (11)
- HP: 14 (4d6)
- Speed: 20 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 12 | +1 | +1 |
| CON | 10 | +0 | +0 |
| INT | 1 | -5 | -5 |
| WIS | 9 | -1 | -1 |
| CHA | 1 | -5 | -5 |
- Skills: None listed
- Senses: Darkvision 60 ft.; Passive Perception 9
- Languages: None
- CR: 1/2 (XP 100; PB +2)
Traits
Regeneration. The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't regenerate.
Troll Spawn. The limb uncannily has the same senses as a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away.
Actions
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage.
Lore & Background
Trolls are savage creatures known for their incredible regenerative abilities and insatiable hunger for flesh. These large, gangling humanoids inhabit remote wilderness areas where they can hunt without interference, using their superior strength and healing powers to overcome almost any prey. Their grotesque appearance reflects their brutal nature, with long claws, massive teeth, and mottled skin that quickly heals from even severe wounds.
Living solitary lives in caves, ruins, or deep forests, trolls are driven primarily by their constant need to feed. Their metabolism requires enormous amounts of food, making them perpetually hungry and aggressive toward any creature they encounter. Despite their primitive appearance, trolls possess a cunning intelligence that makes them effective ambush predators, though their impulsive nature often leads them to attack when stealth might serve them better.
Combat Tactics
Trolls are aggressive melee combatants that rely on their regenerative abilities to outlast opponents in prolonged fights. They use their claws and bite to tear enemies apart while their incredible healing allows them to ignore most damage. Fire and acid are the only reliable ways to prevent their regeneration, making these damage types crucial for defeating trolls effectively.
In combat, trolls attack with savage fury, focusing on dealing as much damage as possible while trusting their regeneration to keep them alive. They often target the most vulnerable opponents first, seeking to eliminate threats quickly before turning their attention to hardier foes. Multiple trolls rarely coordinate their attacks, instead competing with each other to claim the largest share of the feast.
Encounter Ideas
1. The Bridge Guardian A troll has claimed a strategic bridge or mountain pass, demanding tribute from travelers or simply attacking anyone who attempts to cross. The party must find a way to deal with the troll while ensuring safe passage for future travelers.
2. The Hunting Pack Multiple trolls have formed an unusual alliance to hunt larger prey, creating a dangerous threat to local communities. The party must track down and eliminate this pack before they devastate the region's population.
3. The Regeneration Mystery A troll's regenerative abilities have been enhanced or altered by magical means, making it nearly impossible to kill through conventional methods. The party must discover the source of this enhancement while finding new ways to defeat the creature.
4. The Troll's Domain A particularly intelligent troll has established territory in strategically important ruins or caverns, using captured prey as bait to lure more victims. The party must navigate the troll's traps and defenses while rescuing survivors.
Environmental Effects
- Predator Territory: Areas where trolls hunt become depleted of wildlife and marked by signs of violent feeding
- Bone Accumulations: Troll lairs feature massive collections of bones from their countless victims
- Fear Atmosphere: The presence of trolls creates an aura of primal terror that affects local wildlife and travelers
- Regenerative Residue: Places where trolls have healed from severe injuries may retain traces of regenerative magic
Treasure
- Troll Blood (100-500 gp): Regenerative fluids that can be used in healing potions and alchemical preparations
- Bone Trophies (varies): Remains of the troll's victims, some of which may include valuable equipment or personal effects
- Claw Fragments (50-200 gp): Sharp pieces of troll claws that can be crafted into weapons or alchemical components
- Lair Accumulations (varies): Random treasures and equipment gathered from years of hunting and feeding
- Regenerative Essence (500-2000 gp): Concentrated healing magic that crystallizes in areas of frequent troll regeneration
Plot Hooks
1. The Evolving Threat A troll's regenerative abilities begin adapting to overcome fire and acid damage, making it nearly invulnerable to traditional countermeasures. The party must find new methods to defeat this evolving threat before it becomes unstoppable.
2. The Troll's Intelligence A troll demonstrates unusual cunning and planning ability, suggesting either mutation or external influence. The party must investigate what has enhanced the creature's mental capabilities while dealing with its increased threat level.
3. The Symbiotic Relationship A troll has formed an unusual alliance with other creatures or even humanoids, offering protection in exchange for regular feeding. The party must determine whether this relationship can be maintained or if it poses a greater threat.
4. The Regeneration Cure A disease or curse begins preventing trolls from regenerating, causing them to become desperate and even more dangerous as they face mortality for the first time. The party becomes involved when they must decide whether to help or exploit the trolls' vulnerability.