Monster Monday: Troll

It’s Monster Monday again, and today I give you trolls.

They’re a classic part of norse mythology and legend, and have been tweaked a bit to fit with the Dragon Heresy cosmology. Four sub-types are presented, based on both the SRD and my team’s reading of the legends themselves. There’s a troll here for every occasion!

Troll

Trolls are large and physically powerful fae, strong and hard to hurt. They have a stocky, muscular build, large powerful thick-fingered hands with rough claws, and short legs. Their appearance varies considerably, but they usually have pointed ears, a large nose, thick callused skin, sharp fangs or tusks, horns on their heads, shaggy hair, or animal-like tails.

Common in the mountains and deep forests, trolls often make the entrance to their faerie homes among rock outcrops, standing stones, inside caves, or under bridges.

Trolls are dangerous, with a proclivity for kidnapping and eating people, thieving, and raiding homesteads. They shun sunlight, and mostly come out when it is twilight or overcast. Alfar or Winterfae often use them as guards or warriors, but trolls are more solitary and independent than goblins: they are willful and hard to control.

Mountain Troll. These trolls are magical beings and accomplished shapeshifters. The least hostile of the trolls, they may talk rather than fight if the mood suits them. Some adventurous souls have even joined them for dinner without becoming dinner themselves! They are still perilous, prone to violence and exhibiting disturbing anthropophagous tendencies, and their potent magics and cunning only increase the hazard.

Thurs. These are dull-witted brutes. Although very violent, they can often be tricked by the quick thinking. They dress in rude furs and usually carry large clubs. Many will happily serve powerful masters in exchange for regular food, a comfortable place to sleep, and better equipment.

Stothtroll. A breed of fae that has been twisted into something horrible by the strange magics of the great rifts of Tanalor. Their minds were broken into ravenous, unreasoning monsters yet still possessed of near-human cunning. Meanwhile their bodies were fortified and given unnatural endurance, to the point that their wounds twist and heal even as you watch.

Grendelkin. None too bright, these monstrous trolls are remarkably resistant to weapons. They can be found stalking misty marshes and dark fens, skulking among the dark pools and venturing out at night to inflict carnage on nearby peaceful people.

Mountain Troll

Large fae, chaotic neutral

Speed 30 ft.

STR DEX   CON INT WIS CHA
19 11   16 15 12 9
 +4 0  +3  +2  +1 -1
Defenses Wound Thresholds
Threat DC 10 Morale Injury KO Death
Hit DC 21 0-7 8-15 16-30 31+
DR 10 Control Thresholds
Vigor 110 Grab Grapple Restr. Incap.
Vigor Dice 13d10+39 0-7 8-14 15-28 29+

*chain mail (6)+natural armor (4)

Proficiency +3

Saving Throws. Dex +3, Con +6, Wis +4, Cha +5

Skills. Arcana +5, Deception +8, Intimidation +1, Perception +4, Stealth +3

Condition Immunities. Charmed, sleep

Senses. darkvision 60 ft., passive Perception 14

Languages. Common, Giant, Sylvan

Challenge 6 (2,300 XP)

Troll Powers

Glamour (DC 13), Magic Resistance.

Creature of the Night. The troll is at disadvantage on attack rolls and Wisdom (Perception) rolls based on vision when in full sunlight.

Magic Weapons. The troll’s weapon attacks are magical.

Actions

Troll Actions: Change Shape, Fae Veil ( +8),

Innate Spellcasting. The troll’s innate spellcasting ability is Intelligence (spell save DC 13). The troll can innately cast the following spells, requiring no material components:

  • At will: darkness, invisibility
  • 1/day each: charm person, cone of cold, gaseous form, polymorph, sleep

Multiattack. The troll makes two attacks, either with its claws or its glaive.

Claw (Troll Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 slashing damage.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d10+4 slashing damage.

Grapple. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6+4 control damage.

Thurs

Large fae, chaotic evil

Speed 40 ft.

STR DEX   CON INT WIS CHA
19 8   16 5 7 7
 +4 -1  +3 -3 -2 -2
Defenses Wound Thresholds
Threat DC 9 Morale Injury KO Death
Hit DC 19 0-7 8-15 16-30 31+
DR 4 Control Thresholds
Vigor 59 Grab Grapple Restr. Incap.
Vigor Dice 7d10+21 0-6 7-13 14-27 28+

*hide armor (2)+natural armor (2)

Proficiency +2

Skills. Intimidation +0, Stealth +1

Condition Immunities. Charmed, sleep

Senses. darkvision 60 ft., passive Perception 8

Languages. Common, Giant, Sylvan

Challenge 2 (450 XP)

Troll Powers

Fae Veil ( +1).

Creature of the Night. The troll is at disadvantage on attack rolls and Wisdom (Perception) rolls based on vision when in full sunlight.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+4 slashing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 slashing damage.

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12d8+4 bludgeoning damage.

Rock. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 40/150 ft., one target. Hit: 2d6+4 bludgeoning damage.

Grapple. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 control damage.

Stothtroll

Large fae monstrosity, chaotic evil

Speed 30 ft.

STR DEX   CON INT WIS CHA
18 13   20 7 9 7
 +4  +1  +5 -2 -1 -2
Defenses Wound Thresholds
Threat DC 11 Morale Injury KO Death
Hit DC 22 0-9 10-18 19-36 37+
DR 2 Control Thresholds
Vigor 138 Grab Grapple Restr. Incap.
Vigor Dice 12d12+60 0-4 5-9 10-19 20+

*natural armor

Proficiency +3

Skills. Perception +2, Stealth +4

Condition Immunities. Charmed, sleep

Senses. darkvision 60 ft., passive Perception 12

Languages. Common, Giant, Sylvan

Challenge 5 (1,800 XP)

Troll Powers

Creature of the Night. The troll is at disadvantage on attack rolls and Wisdom (Perception) rolls based on vision when in full sunlight.

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll heals 1d4 wounds at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the trolls next turn. The troll dies only if it exceeds its wound maximum and doesn’t regenerate. If it doesn’t meet these conditions, it can continue to recover from conditions and other effects as well (such as deadly levels of Exhaustion).

Actions

Troll Actions: Fae Veil ( +6).

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

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6+4 piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6+4 slashing damage.

Grapple. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6+4 control damage.

Grendelkin

Large fae, chaotic evil

Speed 40 ft.

STR DEX   CON INT WIS CHA
19 13   18 7 9 7
 +4  +1  +4 -2 -1 -2
Defenses Wound Thresholds
Threat DC 11 Morale Injury KO Death
Hit DC 22 0-9 10-18 19-36 37+
DR 8 Control Thresholds
Vigor 126 Grab Grapple Restr. Incap.
Vigor Dice 12d10+60 0-4 5-9 10-19 20+

*natural armor

Proficiency +2

Skills. Perception +1, Intimidation +0, Stealth +3

Damage Resistances. Piercing, slashing

Condition Immunities. Charmed, sleep

Senses. darkvision 60 ft., passive Perception 12

Languages. Common, Giant, Sylvan

Challenge 4 (1,100 XP)

Troll Powers

Amphibious. The troll can breathe air and water.

Creature of the Night. The troll is at disadvantage on attack rolls and Wisdom (Perception) rolls based on vision when in full sunlight.

Keen Senses. The troll has advantage on Wisdom (Perception) checks that rely on smell or hearing.

Actions

Troll Actions: Fae Veil ( +4).

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

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d6+4 piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6+4 slashing damage.

Grapple. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d8+4 control damage.

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