Kryx RPGThemesCreatures
Spirit Troll

Spirit Troll

Large giant
Challenge
11

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

97
15d10+15
20
Soak
1
Fort
+3
Ref
+3
Will
+3
Defense note natural armor
Damage resistances acid, cold, concussion, fire, lightning
Damage immunities bludgeoning, piercing, slashing from nonmagical attacks

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

Incorporeal Movement. The 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 32 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 each of its turns. If the troll takes psychic or force damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 health and doesn’t regenerate.

Actions (3)

Bite (1/turn). Melee Weapon Attack: +7 to hit, reach 1 m. 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: +7 to hit, reach 1 m. Hit: 14 (2d10 + 3) psychic damage.

Coastal, 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.