Trolls

by CanceRevolution

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Trolls

Trolls are massive, grotesque creatures, often standing between eight to ten feet tall, with tough, warty skin that can range in color from a mossy green to a muddy brown. They are notorious for their incredible regeneration ability, which allows them to heal wounds in mere minutes, and even regrow lost limbs or body parts over time. Their gangly limbs end in sharp claws, which, along with their fanged maws, they use to tear into prey or defend their territory. Their eyes, usually a shade of yellow or deep crimson, have a wild, hungry look that many adventurers have learned to dread.

Tier 3



Troll

Enormous, Fey

Tier 3, Challenge Point 10, XP: 30

Attributes

AC 6 AP 3
HP 89 Posture 46
  • Damage Weakness: Acid, Fire
  • Passive Insight/ Perception 16
  • Language Sylvan

Movement

Base 20 Climb/ Swim 25 Dash 50

Stats + Skills

STR +9 DEX -2 INT -2 WIS +6 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Fey Heritage You have advantage on Insight Checks and Saves.
  • Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 17), or be pushed 10 feet away and become Stunned and Knocked Prone.
  • Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.
  • Troll Regeneration You regain 2d8 HP at the start of your turn. If you take acid, fire or damage from a cold iron weapon, you lose this ability for 1 turn. If you reach 0 HP, you take 10 minutes to revive with full HP, unless you take acid, fire or damage from a cold iron weapon while dead, in which case you permanently die.

Actions (3)

  • Trunk Hit +9, Dmg 1d12 strike

  • Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.

  • Favorite Weapon You ignore 3 AP.

  • Long Reach: The reach of this weapon is 10 feet.

  • Fart All creatures within an 30 feet of you must succeed on an Endurance Save (DC 17) or take 1d8 poison damage and become Poisoned (1d8, 1 turn).

  • Big Triumph: You can only use this Action once.



Elite Troll

Enormous, Fey

Tier 3, Challenge Point 20, XP: 60

Attributes

AC 6 AP 3
HP 89 Posture 46
  • Damage Weakness: Acid, Fire
  • Passive Insight/ Perception 16
  • Language Sylvan

Movement

Base 20 Climb/ Swim 25 Dash 50

Stats + Skills

STR +9 DEX -2 INT -2 WIS +6 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Abilities

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Elite Posture At the start of your turn, if you have 0 Posture left, you can regain all your Posture.

  • Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 17), or be pushed 10 feet away and become Stunned and Knocked Prone.

  • Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.

  • Troll Regeneration You regain 2d8 HP at the start of your turn. If you take acid, fire or damage from a cold iron weapon, you lose this ability for 1 turn. If you reach 0 HP, you take 10 minutes to revive with full HP, unless you take acid, fire or damage from a cold iron weapon while dead, in which case you permanently die.

Actions (3)

  • Spiked Trunk Hit +9, Dmg 1d12 strike

  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).

  • Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.

  • Favorite Weapon You ignore 3 AP.

  • Long Reach: The reach of this weapon is 10 feet.

  • Fart All creatures within an 30 feet of you must succeed on an Endurance Save (DC 17) or take 1d8 poison damage and become Poisoned (1d8, 1 turn).

  • Big Triumph: You can only use this Action once.



Two-Headed Troll

Enormous, Fey

Tier 3, Challenge Point 20, XP: 60

Attributes

AC 6 AP 3
HP 88 Posture 46
  • Damage Weakness: Acid, Fire
  • Passive Insight/ Perception 16
  • Language Sylvan

Movement

Base 20 Climb/ Swim 25 Dash 50

Stats + Skills

STR +9 DEX -2 INT -2 WIS +6 CHA -2
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Second Phase If you die, you instead become 2 Trolls

Abilities

  • Fey Heritage You have advantage on Insight Checks and Saves.
  • Double Heads You gain advantage on all your Perception Checks, and you also have 2 Reactions, but cannot use all of them at once.
  • You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted.
  • Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 17), or be pushed 10 feet away and become Stunned and Knocked Prone.

  • Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.

  • Troll Regeneration You regain 2d8 HP at the start of your turn. If you take acid, fire or damage from a cold iron weapon, you lose this ability for 1 turn. If you reach 0 HP, you take 10 minutes to revive with full HP, unless you take acid, fire or damage from a cold iron weapon while dead, in which case you permanently die.

Actions (2)

  • Trunk Hit +9, Dmg 1d12 strike

  • Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to this damage roll. You do not get to add a third 1d12.

  • Favorite Weapon You ignore 3 AP.

  • Long Reach: The reach of this weapon is 10 feet.

  • Fart All creatures within an 30 feet of you must succeed on an Endurance Save (DC 17) or take 1d8 poison damage and become Poisoned (1d8, 1 turn).

  • Big Triumph: You can only use this Action once.

Reactions (2)

  • Territorial If a creature within 10 feet of you moves without Disengaging first, you can make 1 Attack of Opportunity against that creature.


Undead Troll

Enormous, Undead

Tier 3, Challenge Point 10, XP: 30

Attributes

AC 6 AP 3
HP 88 Posture 38
  • Damage Immunities: Bleed, Poison, Psychic
  • Damage Weakness: Acid, Fire, Light
  • Passive Insight/ Perception 8
  • Language Dark Common, Sylvan

Movement

Base 20 Climb/ Swim 25 Dash 50

Stats + Skills

STR +9 DEX -2 INT -2 WIS -2 CHA -4
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Back from the Undead If you take any light damage, you must roll 1 Luck Check (DC 11). On a success, you immediately become a normal Troll with full HP, but 0 Posture.

Abilities

  • Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.

  • Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC 17), or be pushed 10 feet away and become Stunned and Knocked Prone.

  • Troll Regeneration You regain 2d8 HP at the start of your turn. If you take acid, fire or damage from a cold iron weapon, you lose this ability for 1 turn. If you reach 0 HP, you take 10 minutes to revive with full HP, unless you take acid, fire or damage from a cold iron weapon while dead, in which case you permanently die.

  • Undead Plague When you kill a creature, it turns into an Undead with the same Tier it had while alive.

  • Undead Mind You are immune to being Confused, Enchanted or Scared.

Actions (3)

  • Bite Hit +9, Dmg 1d12 thrust + 2 poison
  • Armor Piercer: You ignore 2 AP
  • Poison Breath All creatures within an 30 feet wide and 30 feet long area in front of you must succeed on an Endurance Save (DC 17) or become Poisoned (1d8, 1 turn). A creature that is already Poisoned takes 1d8 poison damage instead.
  • Triumph: This Action has a limit of once per round.

Reaction

  • Relentless If you would be reduced to 0 HP by a damage that isn't Fatal, you can use your Reaction to make an Endurance Save (DC 15). On a success, you are reduced to 1 HP instead.

Tier 4



Sloth Troll Demon

Enormous, Fiend/ Fey

Tier 4, Challenge Point 40, XP: 160

Attributes

AC 3 AP 5
HP 412 Posture -
  • Damage Weakness: Acid, Fire
  • Passive Insight/ Perception 8
  • Senses Darkvision
  • Language Abyssal Speech, Sylvan

Movement

Base 15 Climb/ Swim 30 Dash 60

Stats + Skills

STR +12 DEX -5 INT -3 WIS -2 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Actions

  • Frenetic Dreams On the end of each creature turn, you can make 1 Attack against it if possible.

  • Loud Snore When you roll for Initiative, you make a great snore. All creatures within 60 feet of you must make an Endurance Save (DC 20), taking 4d8 sonic damage on a fail, or half as much on a success.

  • A creature that takes this sonic damage must also succeed on a Concentration Save (DC 20), or become Exhausted.

Abilities

  • Sloth Aura At the start of your turn, all creatures within 20 feet of you must succeed on a Concentration Save (DC 20) or become Exhausted. If the creature was already Exhausted, it becomes Unconscious as if by the effect of the Sleep spell instead.
  • Tired You are always Exhausted
  • Troll Regeneration You regain 2d8 HP at the start of your turn. If you take acid, fire or damage from a cold iron weapon, you lose this ability for 1 turn. If you reach 0 HP, you take 10 minutes to revive with full HP, unless you take acid, fire or damage from a cold iron weapon while dead, in which case you permanently die.

Action (1)

  • Belly Hit +12, Dmg 6d12 strike
  • Prone: You become Knocked Prone after this Attack. You cannot use this Attack while Knocked Prone.
  • Fat Prison: On a hit, a Large or smaller creature then shares the same space as you, and it becomes Knocked Prone, Contained and Immobilized while you are above it.
  • That creature can use 1 Action to make 1 Athletics Save (DC 20), moving away from your space.
  • Claw Hit +12, Dmg 3d12 slash
  • Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
  • Long Reach: The reach of this weapon is 30 feet.
  • Loud Snore All creatures within 60 feet of you must make an Endurance Save (DC 20), taking 3d12 sonic damage on a fail, or half as much on a success.
  • A creature that takes this sonic damage must also succeed on a Concentration Save (DC 20), or become Exhausted.
  • Triumph: This Action has a limit of once per round.
  • Fart All creatures within an 120 feet of you must succeed on an Endurance Save (DC 20) or take 4d8 poison damage and become Poisoned (2d8, 1 turn).
  • Big Triumph: You can only use this Action once.

Reaction (0)