AC 15 (natural armor)
HP 84 (8d10 + 40; bloodied 42)
Speed 40 ft.
Proficiency +3; Maneuver DC 15
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 11
Keen Smell. The troll has on Perception checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function on its next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Severed Limbs. If the troll is dealt a critical hit with a slashing weapon, one of its extremities is severed. The extremity has AC 15, 10 hit points, a Speed of 10, and the troll’s Regeneration trait. The troll controls the severed extremity and perceives through it with the appropriate senses (for instance, it sees through the eyes of its severed head). As a bonus action, the troll can reattach the extremity. While the troll is missing the extremity, its maximum hit points are reduced by 10. Roll d6 to determine the severed extremity:
1-4: Arm. If the troll has an arm, it loses an arm. It loses one of its claw attacks, and the severed arm can make a claw attack.
5-6: Head. If the troll has a head, it loses its head. It loses its bite attack, and the severed head can make a bite attack.
Multiattack. The troll attacks with its bite and twice with its claw.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
The troll ambushes prey and attacks the closest or slowest opponent, ignoring all damage except fire and acid. It flees only if it’s , it has taken acid or fire damage, and none of its enemies are down.
Briarbelly, Burz, Gluck, Raddlepate, Redclaw, Yag
Legends and Lore
With an Arcana or Nature check, characters can learn the following:
DC 10 A troll’s unique physiology allows it to heal wounds with incredible speed. Fire and acid temporarily suppress this regeneration.
DC 15 Though large, trolls are quite stealthy. They can see in the dark and track prey by smell alone.
DC 20 Because of their regeneration, trolls are prone to mutation. Certain strains have adapted to life underground or deep beneath the waves.
Trolls are 10-foot-tall giant-kin notorious for their alarming countenances, love of treasure, and insatiable hunger. The remains of humanoids who disappear unexpectedly are often later found in the cooking pots of trolls. No wonder then that trolls are so often the villains of instructive fairy tales—once captured by a troll, children have only their wits to protect them from the monster’s terrible hunger.
Regeneration. Trolls are blessed with an unnaturally fast metabolism, which allows them to heal otherwise mortal wounds in mere moments. A severed arm, leg, or even head continues to live and can eventually be reattached to a troll’s body. Killing a troll is generally impossible without destroying its body entirely with fire or acid.
Limitless Hunger. A troll’s regeneration comes at the cost of an enormous appetite. Even a well-fed troll can waste away to skin and bones within mere hours. Always a hair’s breadth away from starvation, trolls can’t afford to be picky about what they eat. Some have been known to consume rotting food, undead flesh, and even other trolls.
Trolls abhor fire, but they fear starvation even more. Many trolls collect treasure, knowing that they can trade gold for food in desperate circumstances. Some trolls accept work from those who can pay and feed them regularly. Since trolls don’t fear injury, they often work as mercenaries, gladiators, or even adventurers.
Innumerable Varieties. A troll regenerates so quickly that its body completely renews itself within days. This makes trolls particularly vulnerable to mutations such as extra limbs. Over time, a troll often takes on the physical features of its favorite prey. For example, a troll that lives solely on fish may grow scales, while one that feasts regularly upon mountain goats might sport fur and horns.
1 Guarding a bridge, road, or other thoroughfare, demanding tolls
2 Absentmindedly eating its own fingertips
3 In its lair, dozing with one bloodshot eye open and alert
4 In its lair, frantic with hunger, pawing through bones for a morsel of flesh
5 Creeping about, stealthily searching for prey
6 Stuffing a living bird or rat into its mouth
7 Scouting for its employer
8 Hungry; with treasure to exchange for food
9 Offering its services as an adventurer or mercenary
10 Attacking a settlement
1 A half-eaten corpse swarming with maggots. DC 14 Perception check: long, clawed footprints
2 Bloody, clawed handprints
3 A cave or tunnel from that issues a rotting smell
4 Sudden quiet, as if all animals and insects have abruptly fled
5 A heap of cracked bones
6 A severed troll hand, finger, or other appendage, still squirming
Trolls lurk in every dark corner of the world—forests, caves, mountain valleys, and even urban alleyways.
CR 5–10 1 or 2 or ; , , or ; or with 2d6 , , , or ; with 1d4 or
Treasure 700 gp, 40 pp, 5 bloodstone gems, , (named Eladrin; an attuned wielder can cast once per day and can’t be magically or put to )
CR 11–16 2 , , or ; with 3 or 4 ; with 3 or 4 ; with or
Treasure 800 gp, masterwork lute (750 gp), bloodstained manuscript of a masterpiece play (750 gp), , magic jeweled hatpin (turns into a or when command words are spoken)
CR 17–22 with 2 or 3 ; 4 ; 3 ; 2 with
Treasure 100 pp, 3,000 gp, antique half-plate armor bearing noble heraldry (700 gp), secret missive that would have prevented a past war had it been delivered, magic saddle that grants on ability checks related to riding (2,500 gp),
Giants look like immense humanoids, standing from 10 feet tall (like) to 30 (like ). Some giants, like , have human-like shapes but monstrous features.