Kryx RPGThemesCreatures
Rot Troll

Rot Troll

Large giant
Challenge
9

STR
4
DEX
1
CON
6
INT
−3
WIS
−1
CHA
−3

138
12d10+72
19
Soak
2
Fort
+8
Ref
+4
Will
+0
Defense note natural armor
Damage immunities necrotic

Speed 5 m.
Skills Insight −1 (10), Perception +3 (14)
Senses low-light vision, darkvision 10 m.
Languages Jotun

Maneuvers. The rot troll uses maneuvers (maneuver save DC 16). It has 25 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice (rounded up) when it finishes a short rest. It knows the following maneuvers:

1 stamina die: grapple, spring attack, tear flesh

2 stamina dice: tear tendon

Rancid Degeneration. At the end of each of the troll’s turns, each creature within 1 meter of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.

Actions (3)

Bite (1/turn). Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage.

Claw (2/turn). Melee Weapon Attack: +8 to hit, reach 1 m. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage.

Desert, Forest, Swamp, 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.