Index: Titanic Troll

Mythical Beast | Titan

 

Titanic Troll

Large and green, this creature bounds forward with a lazy, but unrelenting gate. Arrows and swords stick out of it at odd angles, having been lodged in the troll's skin and healed over with little regard by or pain to the creature.
  Lives under a bridge. Sometimes. Do not feed.  

Statistics

-General-

* = Proficiency
+5
+2
+6
-2
+1
-3
Fortitude Save
Reflex Save
Will Save
+6
+5
+1

-Combat-

  • Armor Class: 24
  • Max HP (+AHP): 200 (+0)
  • Average HP | Formula: 18 (+0) | 10d12+30+50 (+0)
  • Blockstun Breakpoints: Bloodied
  • -
  • Speed: 30 ft
  • Initiative: +6
  • Creature Senses: Low-Light Vision, Darkvision 30 ft
  • -
  • Damage Vulnerabilities: Acid, Fire
  • Damage Reduction: All/7
  • Damage Resistances: None
  • Damage Immunities: None
  • -
  • Condition Immunities: None
  • -
  • Doom Abilities: None
  • -Skills-

    • Proficiency Bonus: +3

      • Athletics(STR+Prof): +8
      • Concentration(CON+Prof): +9
      • Intimidation(STR+Prof): +8
      • (For all untrained, roll relevant Attribute Scores instead.)
    • Languages: Titan

    -Other Stats-

  • Base Threat Level: 5
  • EXP: 500
  • Creature Size: Large
  • Creature Type(s): Mythical Beast, Titan
  • Source(s): Core
  • -
  • Armor Type: Natural Armor (DEX or CON x2 + Half-Proficiency)
  • -

    Features

    Aversion to Burning : ~0.0
    Due to the Troll's size, anything that sears their flesh deals ample damage. Attacks that have the Acid or Fire Traits have advantage against the Troll, and saves the troll makes against abilities or features that have those traits is done at disadvantage.
      Troll Regeneration : ~5.0
    At the start of the Troll's turn, they regain 20 health (or 10 x Half-Proficiency), unless they was hit by Acid, Fire, or Shadow damage in the last round. Due to this, the Troll lacks any blockstun breakpoints.
     

    Actions

    Attacks | ◈ per, up to 2 a turn
    The Troll is a big, solo enemy that uses it's actions to rend enemies it can reach with it's long arms.
    Jaws | ◈ | Melee Weapon Attack | +8 to hit | Hit: 16 ( 2d10+5 ) Piercing damage
    Claws | ◈ | Melee Weapon Attack | +8 to hit | Hit: 15 ( 2d8+5 ) Slashing damage
     

    -Tactics-

    Trolls aren't bright and usually solitary, but they can become a nuisance if left to their own devices. Also, in this game they are monsters of folklore that are anything but pleasant.   A troll will seldom go out of it's way to fight, but will fight anything it's way, no matter what. Their tough hide and regeneration make them exceptionally durable, and they will fight to the death no matter what or whom they're fighting against.  

    What Others may know...

    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

    Adventure Specific...

    -Waterdeep: Dragon Heist-
    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

     
     

    -Scaling and Alterations-

      Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This section is a work in progress.  

    Loot

    • Appraise DC: 15
    • Normal Loot
      • Success
        • None
      • Critical Success
        • None
    • Crafting
      • Success
        • None
      • Critical Success
        • 1d4 Bulk of Troll Hide

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