Kryx RPGThemesCreatures
Dire Troll

Dire Troll

Huge giant
Challenge
13

STR
6
DEX
2
CON
5
INT
−1
WIS
0
CHA
−3

195
17d12+85
20
Soak
2
Fort
+7
Ref
+6
Will
+4
Defense note natural armor
Condition immunities frightened, poisoned

Speed 8 m.
Skills Insight +0 (11), Perception +5 (16)
Senses low-light vision, darkvision 10 m.
Languages Jotun

Keen Senses. The troll has advantage on Perception checks that rely on smell or sight.

Maneuvers. The dire troll uses maneuvers (maneuver save Difficulty 19). It has 36 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, tear flesh

2 stamina dice: tear tendon

Regeneration. The troll regains 10 health at the start of its turn. While the troll is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If the troll takes acid or fire damage, it regains only 5 health at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 health.

Variant: Loathsome Limbs. Whenever the 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 troll if it has any legs left.

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

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

If the 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 troll’s initiative and has its own actions and movement. A severed part has 13 Defense, 10 Health, and the 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 roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.

If its head is severed, the 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 troll’s Keen Smell trait. It can make a bite attack but only against a target in its space.

The 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, its speed is 0, and it can’t benefit from bonuses to speed.

Actions (5)

Bite (1/turn). Melee Weapon Attack: +11 to hit, reach 2 m. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage.

Claws (4/turn). Melee Weapon Attack: +11 to hit, reach 2 m. Hit: 16 (3d6 + 6) slashing damage.

Whirlwind of Claws (Recharge 5–6). Each creature within 2 meters of the troll must make a Difficulty 19 Reflex saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one.

Arctic, Forest, Hill, Mountain, Underdarkmtof

Maneuvers

As an action, you can 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 if you 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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to tear the creature’s tendon. Add one stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, 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.

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

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

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.