Spirit Troll

Spirit Troll

Large giant
Challenge

STR
−5
DEX
3
CON
1
INT
−1
WIS
−1
CHA
3

97
15d10+15
19
Soak
1
Fort
+2
Ref
+2
Will
+2
Defense note natural armor
Damage resistances acid, cold, concussion, fire, lightning
Damage immunities bludgeoning, piercing, slashing from nonmagical attacks
Condition immunities bleeding, burning, exhausted, grappled, paralyzed, petrified, prone, restrained, unconscious

Speed 5 m.
Skills Perception +2 (13)
Senses low-light vision, darkvision 10 m.
Languages Jotun

Incorporeal Movement. The spirit troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Maneuvers. The spirit troll uses maneuvers (maneuver save Difficulty 15). It has 21 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: tear tendon

Regeneration. The spirit troll regains 10 health at the start of each of its turns. While the spirit troll is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If the spirit troll takes psychic or force damage, this trait doesn’t function at the start of the spirit troll’s next turn. The spirit troll dies only if it starts its turn with 0 health and doesn’t regenerate.

Actions (3)

Bite (1/turn). Melee Weapon Attack: +6 to hit. Hit: 19 (3d10 + 3) psychic damage and the target must succeed on a Difficulty 15 Will saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw (2/turn). Melee Weapon Attack: +6 to hit. Hit: 14 (2d10 + 3) psychic damage.

Coastal, Forest, Swamp, 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.

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.