Troll

by Sonixerse

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Trolls

Trolls are ravenous giantkin that are driven by their ravenous hunger. In comparison to other giantkin, trolls have a relatively simple and primitive society as they are simply wander to seek out the next source of food or wealth. Because of their simple motives, trolls can often be found in the service of powerful creatures in exchange these goods. However, trolls can prove to be unruly minions ignoring commands, especially when hungry.

Unkillable Giants

Although trolls are not as physically strong as other giantkin, they are notorious for their regenerative abilities and astounding endurance. Thanks to their natural healing factor, the troll is able to survive from nearly injury. Many accounts have described instances where trolls have fully recovered from being dismembered or even beheaded. In a matter of seconds, they are able to reattach severed limbs or even some cases, their missing limbs are able to gain a life of their own returning back to its body under its own volition. However, despite their seemingly unkillable nature, they are quite vulnerable to acid and fire damage.

Troll Mutations

Due to their regenerative nature, the physiology of trolls is quite susceptible to mutations. When a troll regenerates a limb, there is a chance that they grow additional limbs or heads. If the troll lives in a magically volatile environment, such as the Feywild or an Elemental Incursion, their mutations could become even more magical in nature. Because of this ability, there are always new variants of trolls that are discovered.

Troll Tactics

Unlike many other giants, trolls tend to be quite crafty in their tactics. Despite their large size, trolls are surprisingly agile and stealthy. Using their lanky limbs, they are able to easily climb trees and cliffs to gain a vantage point on unsuspecting prey. Once in combat, trolls tend to be pretty reckless fighters thanks to healing factor. Because of their comparatively small and wiry build (at least by giant standards), troll typically rely on their endurance and regeneration to outlast most opponents.

Flaming Fury

Despite their fearless fighting style, trolls share a universal dread of acid and fire. However, the presence of these elements rarely causes the troll to flee unless the fight is absolutely unwinnable. Instead, the troll erupts into a feral frenzy of claws. While in this berserk state, the troll will primarily target the attacker who wields these weapons and will not stop until its foe is dead. Only if there are multiple opponents who are capable of using acid or fire will the troll make a hasty retreat.

Adventurer Tactics

When engaging a troll, coordination is a key factor to successfully defeating it with very little casualties. It is highly recommended that adventurers use weapons or magic that can use acid or fire damage. Otherwise, the troll will be nearly undefeatable. However, when using these weapons, one should at least have several sources of this type of damage to continually divert the troll’s attention, especially when it goes berserk.



Common Troll

Large Giant, varies


  • Armor Class 16 (Natural Armor)
  • Hit Points 84(8d10+40)
  • Speed 30ft., climb. 30ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 20 (+5) 7 (-2) 14 (+2) 7 (-2)

  • Saving Throws Dex +4, Con +8
  • Skills Athletics +7, Acrobatics +4, Stealth +4,Perception +5
  • Senses darkvision 120ft, passive Perception 15
  • Languages Giant
  • Proficiency Bonus + 3
  • Challenge 5(1800 xp)

Berserk If the troll takes the Attack action while below half its hitpoint maximum, it can make one additional claw attack as part of its Attack action.

Fury If the troll takes acid or fire damage, its gains advantage on all weapon attacks until the end of its next turn.

Keen Senses The troll has advantage on Wisdom (Perception) checks that rely on smell.

Rapid Recovery The troll can end one of the following conditions at the start of its turns: blinded, deafened, diseased, or poisoned. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn.

Regeneration The troll regains 10 hitpoints at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll only dies if it starts its turn within 0 hitpoints and cannot regenerate.

Siege Monster The troll can deal double damage to buildings and objects

Actions

Multiattack. The troll makes three attacks: one with its bite and two with its claws

Bite. Melee Weapon attack: +7 to hit, 5ft, one target. Hit: 8 (1d8+4) piercing damage

Claws. Melee Weapon attack: +7 to hit, 10ft, one target. Hit: 11 (3d4+4) piercing damage

Stone. Ranged Weapon attack: +7 to hit, 30f/120t, one target. Hit: 26 (4d10+4) bludgeoning damage. On a hit, the target must succeed a DC 15 Strength saving throw or be knocked prone.

Reactions

Retaliation When a creature hits the troll with a melee weapon attack while within 5ft. of the troll, the troll can make a single attack with its claws against that creature.

 

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