AC 18 (natural armor)
HP 84 (8d10 + 40; bloodied 42)
Speed 40 ft.
Proficiency +3; Maneuver DC 15
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 11
False Appearance. When motionless, the rock troll is indistinguishable from a typical boulder.
Regeneration. The rock troll regains 10 hit points at the start of its turn. If the rock troll takes thunder or cold damage, this trait doesn’t function on its next turn. The rock troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Severed Limbs. If the rock troll is dealt a critical hit with a slashing weapon, one of its extremities is severed. The extremity has AC 15, 10 hit points, a Speed of 10, and the rock troll's Regeneration trait. The rock troll controls the severed extremity and perceives through it with the appropriate senses (for instance, it sees through the eyes of its severed head). As a bonus action, the rock troll can reattach the extremity. While the rock troll is missing the extremity, its maximum hit points are reduced by 10. Roll d6 to determine the severed extremity:
1-4: Arm. If the rock troll has an arm, it loses an arm. It loses one of its claw attacks, and the severed arm can make a claw attack.
5-6: Head. If the rock troll has a head, it loses its head. It loses its bite attack, and the severed head can make a bite attack.
Multiattack. The rock troll attacks with its bite and twice with its claw.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Ambushing Shove. The rock troll targets one Large or smaller creature within reach that either has not taken a turn in the combat yet, is within 5 feet of another enemy, or against whom the rock troll has advantage . The target makes a DC 14 Strength saving throw . On a failure, the rock troll shoves the target up to 30 feet horizontally and knocks it prone . If the target strikes an object, such as a wall, it takes 10 (3d6) bludgeoning damage. If the target would strike another creature, that creature must succeed on a DC 14 Dexterity saving throw or both take the same damage and are knocked prone.
The troll ambushes prey and attacks the closest or slowest opponent, ignoring all damage except fire and acid. It flees only if it’s bloodied , it has taken acid or fire damage, and none of its enemies are down.
Briarbelly, Burz, Gluck, Raddlepate, Redclaw, Yag
Legends and Lore
With an Arcana or Nature check, characters can learn the following:
DC 10 A troll’s unique physiology allows it to heal wounds with incredible speed. Fire and acid temporarily suppress this regeneration.
DC 15 Though large, trolls are quite stealthy. They can see in the dark and track prey by smell alone.
DC 20 Because of their regeneration, trolls are prone to mutation. Certain strains have adapted to life underground or deep beneath the waves.
Some trolls take to the tallest passes, developing a weathered, rocky appearance. These changes protect them from a troll’s typical weaknesses, and close quarters have taught them to ambush prey, often flinging the unwary off cliffs.
1 Guarding a bridge, road, or other thoroughfare, demanding tolls
2 Absentmindedly eating its own fingertips
3 In its lair, dozing with one bloodshot eye open and alert
4 In its lair, frantic with hunger, pawing through bones for a morsel of flesh
5 Creeping about, stealthily searching for prey
6 Stuffing a living bird or rat into its mouth
7 Scouting for its employer
8 Hungry; with treasure to exchange for food
9 Offering its services as an adventurer or mercenary
10 Attacking a settlement
1 A half-eaten corpse swarming with maggots. DC 14 Perception check: long, clawed footprints
2 Bloody, clawed handprints
3 A cave or tunnel from that issues a rotting smell
4 Sudden quiet, as if all animals and insects have abruptly fled
5 A heap of cracked bones
6 A severed troll hand, finger, or other appendage, still squirming
Trolls lurk in every dark corner of the world—forests, caves, mountain valleys, and even urban alleyways.
CR 5–10 1 or 2 trolls or scrags ; faerie eater troll , cave troll , or dread troll ; troll or cave troll with 2d6 goblins , grimlocks , soldiers , or orc warriors ; troll with 1d4 bugbears or ghouls
Treasure 700 gp, 40 pp, 5 bloodstone gems, potion of flying , 1 shortsword (named Eladrin; an attuned wielder can cast misty step once per day and can’t be magically charmed or put to sleep )
CR 11–16 2 cave trolls , faerie eater trolls , or dread trolls ; troll with 3 or 4 ogres ; scrag with 3 or 4 hunter sharks ; dread troll with chimera or ettin
Treasure 800 gp, masterwork lute (750 gp), bloodstained manuscript of a masterpiece play (750 gp), potion of speed , magic jeweled hatpin (turns into a 2 dagger or 2 spear when command words are spoken)
CR 17–22 dread troll with 2 or 3 trolls ; 4 trolls ; 3 cave trolls ; 2 faerie eater trolls with corrupted unicorn
Treasure 100 pp, 3,000 gp, antique half-plate armor bearing noble heraldry (700 gp), secret missive that would have prevented a past war had it been delivered, magic saddle that grants advantage on ability checks related to riding (2,500 gp), flametongue greatsword
Giants look like immense humanoids, standing from 10 feet tall (like ogres ) to 30 (like storm giants ). Some giants, like trolls , have human-like shapes but monstrous features.