Kryx RPGThemesMonsters

Dire Troll

Huge giant
Challenge
13 (10,000 XP)

STR
6
DEX
2
CON
5
INT
−1
WIS
0
CHA
−3

172
15d12+75
15
Soak
1
Fort
+5
Ref
+4
Will
+5
Defense note natural armor
Damage resistances bludgeoning, piercing, slashing from nonmagical attacks
Condition immunities frightened, poisoned

Speed 12 m.
Senses darkvision 18 m., passive Perception 15
Skills Perception +5
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 DC 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, and knows the following maneuvers:

1 stamina die: flesh ripper, grapple, spring attack

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.

Actions

Multiattack. The troll makes five attacks: one with its bite and four with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 3 m. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage.

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

Whirlwind of Claws (Recharge 5–6). Each creature within 3 meters of the troll must make a DC 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