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PFS StandardTwo-Headed Troll

Two-headed trolls are savage, dual-minded monsters with an unquenchable thirst for bloodshed, and dread tales of their ravenous appetites are whispered of in homesteads throughout the lands of the Inner Sea. Indeed, it is a custom for parents to invoke the two-headed troll as a warning to misbehaving children. “Finish your chores,” a parent might say to a stubborn child, “or a two-headed troll will snatch you away at night and swallow you whole!” It's unclear why such a morbid tradition gained traction with parents, but it's an undeniable fact that two-headed trolls have an appetite for “nibbles”—creatures small enough to devour with one bite.

Mature two-headed trolls stand 13 feet in height, weighing roughly 1,700 pounds. Unlike common trolls, two-headed trolls share the upright gait of their ettin ancestry and do not walk hunched over.

Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

Two-Headed TrollCreature 8

Legacy Content

Uncommon CE Large Giant Troll 
Source Bestiary 2 pg. 266 2.0
Perception +18; darkvision
Languages Jotun
Skills Athletics +18, Intimidation +17
Str +6, Dex +1, Con +6, Int -2, Wis +4, Cha +3
Independent Brains Each of a two-headed troll's heads rolls their own initiative and has their own turn. Neither head can Delay. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls one of the troll's arms, but both can move the legs. Any ability that would sever a two-headed troll's head (such as the vorpal weapon property) doesn't cause the two-headed troll to die if they still have their other head, but does cause them to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of the troll's heads.
Items club
AC 24; Fort +20, Ref +15, Will +14
HP 190, regeneration 25 (deactivated by acid or fire); Weaknesses fire 10
Head Regrowth A two-headed troll's regeneration can regrow a severed head. After regaining Hit Points from regeneration, the two-headed troll attempts a DC 10 flat check. On a success, the missing head is fully restored. If a two-headed troll loses their last remaining head, they die immediately.Attack of Opportunity [reaction]
Speed 30 feet
Melee [one-action] jaws +18 [+13/+8] (reach 10 feet), Damage 2d12+8 piercingMelee [one-action] claw +18 [+14/+10] (agile, reach 10 feet), Damage 2d8+8 slashingMelee [one-action] club +18 [+13/+8] (reach 10 feet), Damage 2d6+8 bludgeoningRanged [one-action] club +13 [+8/+3] (thrown 10 feet), Damage 2d6+8 bludgeoningReactive Chomp [reaction] Trigger On one head's initiative, the troll hits the same enemy with two consecutive claw Strikes in the same round; Effect While the prey is distracted with unrelenting claw attacks, the head that's not taking its turn makes a jaws Strike against the enemy.

Sidebar - Additional Lore Mother of Trolls

Trolls and ettins do not normally seek one another as mates, but this pairing is the source of the original two-headed trolls—such couplings were engineered and arranged by the cult of Lamashtu in ages past. Oblivious to their origin, two-headed trolls tend to give no deference to the Mother of Monsters.

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.