Kryx RPGThemesMonsters

Spirit Troll

Large giant
Challenge
11 (7,200 XP)

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

97
15d10+15
17
Soak
1
Fort
+1
Ref
−1
Will
+1
Defense note natural armor
Damage resistances acid, cold, concussion, fire, lightning
Damage immunities bludgeoning, piercing, slashing from nonmagical attacks
Condition immunities burning, exhausted, grappled, paralyzed, petrified, prone, restrained, unconscious

Speed 9 m.
Senses darkvision 18 m., passive Perception 13
Skills Perception +3
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 DC 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, 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 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

Multiattack. The troll makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 1.5 m., one creature. Hit: 19 (3d10 + 3) psychic damage, and the target must succeed on a DC 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.

Claws. Melee Weapon Attack: +7 to hit, reach 1.5 m., one creature. Hit: 14 (2d10 + 3) psychic damage.

Coastal, Forest, Swamp, Underdarkmtof