Dire Troll

Dire Troll

Huge giant
Challenge

STR
6
DEX
2
CON
5
INT
−1
WIS
0
CHA
−3

195
17d12+85
20
Soak
2
Fort
+7
Ref
+6
Will
+3
Defense note natural armor
Condition immunities frightened, poisoned

Speed 8 m.
Skills Perception +4 (15)
Senses low-light vision, darkvision 10 m.
Languages Jotun

Keen Sight and Smell. The dire troll has advantage on Perception checks that rely on sight or smell.

Loathsome Limbs. Whenever the dire troll takes at least 15 slashing damage at one time, roll a d10 to determine what else happens to it:

1–5: Nothing else happens.

6–7: One leg is severed from the dire troll if it has any legs left.

8–9: One arm is severed from the dire troll if it has any arms left.

10: The dire troll is decapitated, but the dire troll dies only if it can’t regenerate. If it dies, so does the severed head.

If the dire troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the dire troll’s initiative and has its own actions and movement. A severed part has 13 Defense, 10 Health, and the dire troll’s Regeneration trait.

A severed leg is unable to attack and has a speed of 1 meter.

A severed arm has a speed of 1 meter and can make one claw attack on its turn, with disadvantage on the attack unless the dire troll can see the arm and its target. Each time the dire troll loses an arm, it loses a claw attack.

If its head is severed, the dire troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 meters and the dire troll’s Keen Smell trait. It can make a bite attack but only against a target in its space.

The dire troll’s speed is halved if it’s missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, it is immobilized.

Maneuvers. The dire troll uses maneuvers (maneuver save Difficulty 19). It has 24 stamina dice which are d8s, a dice limit of 4, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: grapple, spring attack, swipe, tear flesh

2 stamina dice: frenzy, tear tendon

Regeneration. The dire troll regains 20 health at the start of each of its turns. While the dire troll is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If the dire troll takes acid or fire damage, this trait doesn’t function at the start of the dire troll’s next turn. The dire troll dies only if it starts its turn with 0 health and doesn’t regenerate.

Actions (5)

Bite (1/turn). Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage.

Claws (4/turn). Melee Weapon Attack: +10 to hit, reach 2 m. Hit: 16 (3d6 + 6) slashing damage.

Whirlwind of Claws (Recharge 5–6). Each creature within 2 meters of the dire troll must make a Difficulty 19 Reflex saving throw, taking 67 (15d8) slashing damage on a failed save, or half as much damage on a successful one.

Arctic, Forest, Hill, Mountain, Underdarkmtof

Maneuvers

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.