Frost Trolls

by Sonixerse

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Frost trolls

Frost trolls can commonly be found making their homes in arctic wastes, frozen tundra, and snowy mountaintops. These trolls have adapted to live in such climates by growing an incredibly dense coat of thick fur. Because of their woolly appearance, sharp claws, and horns, frost trolls are often confused to be a species of yeti. However, unlike yetis, frost trolls are largely solitary creature and are typically considerably much more dangerous and intelligent.

Frozen Aura

Due to their frigid environment, the frost troll's metabolism has adapted to draw heat from their surroundings and even other creatures. As a result, frost trolls are perpetually surrounded by an aura of frost that saps the life from anything that gets too close. However, unlike most kinds of trolls, frost trolls do not possess an innate weakness to fire. Although they are not resistant to fire by any means, their ability to absorb heat causes them to gain a temporary adrenaline surge when exposed to fire. Because of this natural ability, using fire against these creatures is extremely dangerous as it amplifies their regenerative abilities and freezing aura.

Snow Stalkers

In combat, frost trolls are surprisingly stealthy bruisers. Thanks to their camouflaged fur, frost trolls are able to seemingly vanish in the snowy environment only to reappear when their opponent least expects it. Additionally, frost trolls have the unique ability to sprint across icy terrain with surprising speed allowing them to easily overtake unexpected prey. While hunting, frost trolls make full use of their adaptations to their terrain by luring their prey to slick ice fields, dense snowbanks, or even attacking them in the middle of a blizzard.

Battle Tactics

When battling frost trolls, it is best to not engage them in melee combat for prolonged periods of time. If melee combat is unavoidable, it is best to employ tactics that deal acid damage to shut down their freezing aura and regeneration. In most circumstances, fire should not be used against these creatures due to their metabolism. Instead, any form of acid-based weaponry or spellcraft is recommended. Not only does acid hinder they natural healing factor but also has a negative effect on the frost troll's metabolism, which temporarily disables its frozen aura.



Frost 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
  • Damage Immunities Cold
  • Senses darkvision 120ft, passive Perception 15
  • Languages Giant
  • Proficiency Bonus + 3
  • Challenge 8(3900 xp)

Cold Aura While it is alive, the frost troll generates an aura of frost that fills an area within 10ft. of it. Any creature that starts its turn within 30ft. of the troll takes 13(3d8) cold damage. If the frost troll is under the effects of Fire Fury, this aura increases to fill an area within 30ft. of it until the end of its next turn. If the frost troll takes acid damage, this trait doesn't function at the start of the troll's next turn.

Fire Frenzy When the frost troll takes fire damage, it takes no damage. Instead, its movement speed is doubled until the end of its next turn. While in this state, it can deal an additional 4(1d8) cold damage on each of its attacks until the end of its next turn.

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

Ice Walk The frost troll can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

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

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

Regeneration The frost troll regains 10 hitpoints at the start of its turn. If the troll takes fire damage, it regains 20 hitpoints instead on its next turn. If the frost troll takes acid damage, this trait doesn't function at the start of the troll's next turn. The frost troll only dies if it starts its turn within 0 hitpoints and cannot regenerate.

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

Snow Sight The frost troll's sight is not obscured by snowfall or fog.

Actions

Multiattack. The frost troll can make one attack with its bite and two with its claws

Bite. Melee Weapon attack: +7 to hit, 5ft, one target. Hit: 8 (1d8+4) piercing damage + 9(2d8) cold damage. On a hit, the target must succeed a DC 17 Constitution saving throw. On a failed saving throw, the target has disadvantage on attack rolls that rely on Strength and Dexterity until the end of its next turn.

Claw. Melee Weapon attack: +7 to hit, 10ft, one target. Hit: 11 (3d4+4) slashing damage + 9(2d8) cold damage. On a hit, the target's movement speed is reduced by 10ft until the end of its next turn.

Stone. Ranged Weapon attack: +7 to hit, 30ft./120ft., one target. Hit: 21 (3d10+4) bludgeoning damage. On a hit, the target must succeed a DC 15 Strength saving throw or be knocked prone.

Bonus Actions

Snow Camouflage While lightly obscured by snowfall, fog, or ice, the frost troll can use its bonus action to Hide

 

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