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PFS StandardJotund Troll

Jotund trolls are gigantic, nine-headed horrors who prowl frigid moors, marshes, and wastelands, always alone and always enraged. While each of the jotund troll's nine heads possess their own brains and senses, they work much more in tandem than the dual-minded nature of the two-headed troll. Despite this, the heads often argue and bicker, particularly over which head gets to eat. The fact that all nine maws lead to the same shared stomach makes little difference in such culinary disagreements.

Prevailing wisdom holds that the jotund troll represents a primordial, if not original, shape and design for the first trolls to plague the world, arising from a mythical realm in the Great Beyond known as Jotungard. This sprawling domain, said to be nestled in a remote reach of Elysium, is the legendary home of the deities of giant-kind. Whether the jotund troll was created in Jotungard to plague the Material Plane as punishment or challenge, or if it's merely an evocative legend told by scholars, is unknown. In any case, the jotund trolls themselves likely care little.

Unspecific Lore: DC 37
Specific Lore: DC 34

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Jotund TrollCreature 14

Legacy Content

Rare CE Huge Giant Mutant Troll 
Source Bestiary 2 pg. 267 2.0
Perception +29; darkvision
Languages Jotun
Skills Athletics +27, Intimidation +25
Str +8, Dex +4, Con +8, Int -1, Wis +6, Cha +4
AC 33 all-around vision; Fort +29, Ref +21, Will +21
HP 340, regeneration 40 (deactivated by acid or fire); Weaknesses fire 10
Head Regrowth A jotund troll ordinarily has nine heads, and they can use regeneration to regrow a head that is severed from an effect like a vorpal weapon. After regaining Hit Points from regeneration, the jotund troll attempts a DC 6 flat check. On a success, one missing head is fully restored; on a critical success, two missing heads are fully restored. If a jotund troll loses their last remaining head, they die immediately.Multiple Opportunities A jotund troll gains an extra reaction per round for each of their heads beyond the first, which they can use only to make Attacks of Opportunity with their jaws or to Fast Swallow. They can't use more than 1 reaction for the same triggering action, even if a creature leaves several squares within their reach, and the jotund troll must use a different head for each Attack of Opportunity they make. Whenever one of the jotund troll's heads is severed, the troll loses 1 of their extra reactions per round.Attack of Opportunity [reaction] Catch Rock [reaction]
Speed 30 feet, climb 20 feet
Melee [one-action] jaws +27 [+22/+17] (reach 15 feet), Damage 3d12-2+14 piercing plus GrabMelee [one-action] claw +27 [+23/+19] (agile, reach 15 feet), Damage 3d10-2+14 slashingRanged [one-action] rock +28 [+23/+18] (brutal, range increment 120 feet), Damage 2d12-2+14 bludgeoningCacophonous Roar [two-actions] (auditory, emotion, enchantment, incapacitation, mental, primal) The jotund troll emits a cacophonous roar from all their heads with a mystical power that distorts the listener's mind. Each non-troll creature within 100 feet must attempt a DC 32 Will save. The jotund troll can't use Cacophonous Roar for 1d4 rounds.
Critical Success The creature is unaffected and is temporarily immune to Cacophonous Roar for 24 hours.
Success The creature is stupefied 1 for 1 round.
Failure The creature is confused for 1 round.
Critical Failure The creature is confused for 1d4 rounds.
Fast Swallow [reaction] Trigger The jotund troll Grabs a creature with their jaws; Effect The troll uses Swallow Whole.Ravenous Jaws [two-actions] The jotund troll makes a number of jaws Strikes up to their number of heads, each against a different target. These attacks count toward the troll's multiple attack penalty, but the penalty doesn't increase until after the jotund troll makes all of these attacks.Rend [one-action] clawSwallow Whole [one-action] (attack) Medium, 3d12+8 bludgeoning, Rupture 36Throw Rock [one-action]

Sidebar - Additional Lore Ravenous Mutants

Jotund trolls on the world of Golarion are found in two particular regions with greater frequency: the magicwarped reaches of the Mana Wastes, and the radiation-wracked badlands of Numeria. In both places, the presence of life-altering magic or science seems to have had the same effect in bolstering the presence of these lumbering monstrosities.

All Monsters in "Troll"

NameLevel
Cavern Troll6
Frost Troll4
Jotund Troll15
Troll, Tombstone1
Troll5
Troll King10
Two-Headed Troll8

Troll

Source Bestiary pg. 314
Slavering, cruel, practically invincible brutes: this is the villager’s stock description for the dread monsters known as trolls. But words hardly do justice to trolls’ capacity for destruction. They are as bloodthirsty as orcs but lacking the discipline, as massive as giants but capable of regenerating wounded flesh in an instant, and as reprobate as ogres but with twice the strength. The only way to really understand the wanton violence of a troll is to experience it firsthand—a fate few would wish even upon their worst enemies.

The first thing that comes to mind when most think of trolls is the creatures’ power of bodily regeneration. So potent is this regeneration that the only way to overcome it is to exploit the troll’s vulnerability to acid and fire. It is not enough to slay the troll with caustic or flaming weapons, though—even the smallest scrap of a troll’s flesh can regenerate into a full-size troll given enough time. The only sure way to eradicate a troll menace is to burn the monster’s entire body until nothing remains.

Trolls are solitary hunters, for their wickedness is anathema even to other giants. They occasionally roam in small gangs of two to four, but only when prey is plentiful or a particularly strong counterforce has broached their hunting grounds. In rare instances, an old and powerful troll comes to lead small tribes of trolls. Such “troll kings” possess enough cunning to lead their hordes in devastating raids and massacres, and their presence permanently alters the surrounding ecosystem. A wide variety of trolls exist, from the terrible monster traditionally associated with the name to the water-dwelling scrag and hybrid flood troll. Regional variations exist as well—mountain trolls among stony peaks, for instance, or moss trolls in swampy bayous— but all share the same trademark regenerative powers and insatiable thirst for blood.

Sidebar - Additional Lore Troll Augurs

Particularly devout trolls, called augurs, claim to possess the so‑called “gift of sight,” which they believe was granted them by the demon lord Urxehl. Augurs practice a disturbing method of future‑telling, in which a troll slashes open its own abdomen and pulls out its entrails to interpret the prophecies in its quivering innards. Other cultists prod and agitate their gutted diviner to keep it conscious throughout the gruesome ordeal.

Sidebar - Treasure and Rewards Troll Blood

The blood of trolls is a valuable and difficult-to-procure substance of intense interest to alchemists, witches, and doctors the world over. Though initially it is of little interest other than its unnaturally vibrant hue, when processed correctly its applications are numerous. Experiments have produced oils that restore lost limbs, potions that grant the imbiber supernatural strength, and even smoke bombs that cause anyone caught in the haze to fly into an unstoppable rage.