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There is a Legacy version here.

Cavern Troll

Insatiable scavengers, cavern trolls stalk the eternal gloom of the Darklands, consuming all in their path—even rocks and minerals. These rocky goliaths can tunnel through stone with their ironsharp claws.

Despite a debilitating vulnerability to sunlight that petrifies them on sustained contact, hungry cavern trolls are often drawn to the comparatively lush surface world. Even when petrified, the immobile trolls are often mistaken for boulders or other natural phenomenon, leaving them free to hunt once night falls again.

As cavern trolls age, their flinty skin becomes studded with small crystals and stones of various composition. Paragons of their kind have toothy maws replete with large crystalline fangs.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Cavern TrollCreature 6

Large Earth Giant Humanoid Troll 
Source Monster Core 2 pg. 328
Perception +8; darkvision
Languages Jotun, Sakvroth
Skills Athletics +10, Intimidation +8
Str +6, Dex +2, Con +6, Int -2, Wis +2, Cha -2
Easily Misled The cavern troll takes a –4 circumstance penalty to their Perception DC against Deception checks.
AC 16; Fort +10, Ref +7, Will +3
HP 135, regeneration 20 (deactivated by acid or sonic); Immunities bleed; Weaknesses acid 10, sonic 10
Sunlight Petrification If exposed to direct sunlight, a cavern troll immediately becomes slowed 1 and can't use reactions. The slowed value increases by 1 each time the cavern troll ends its turn in sunlight. If the cavern troll's actions are reduced to 0 in this way, they become petrified until they spends at least 1 minute in darkness. Spells like sunburst that create magical sunlight can't petrify a cavern troll, but the troll is slowed 1 for 1d4 rounds after being exposed to such an effect.Furious Throw [reaction] Trigger The cavern troll takes acid or sonic damage; Effect The troll uses Throw Rock targeting a random enemy within their first range increment. If the cavern troll has persistent acid damage, they attempt a DC 9 flat check to remove it.
Speed 25 feet, burrow 20 feet, climb 20 feet
Melee [one-action] jaws +10 [+5/+0] (reach 10 feet), Damage 2d10+8 piercingMelee [one-action] claw +10 [+6/+2] (agile, reach 10 feet), Damage 2d6+8 slashingRanged [one-action] rock +10 [+5/+0] (brutal, range increment 120 feet), Damage 1d12+8 bludgeoningRend [one-action] clawRock Tunneler A cavern troll can burrow through solid stone at a Speed of 10 feet. They can leave a tunnel if they desire.Throw Rock [one-action]

Sidebar - Advice and Rules Mixing Variations

Cavern trolls and ice trolls spawn their own jotund trolls, two-headed trolls, and warleaders. In these cases, change their immunity, regeneration, and weaknesses to match their origin. You can also update their reaction's trigger and its persistent damage removal to match those weaknesses.

All Monsters in "Troll"

NameLevel
Cavern Troll6
Forest Troll5
Ice Troll4
Jotund Troll15
Troll, Tombstone1
Troll Warleader10
Two-Headed Troll8

Troll

Source Monster Core pg. 330 1.1
Slavering, cruel, invincible brutes: this is the villager's stock description for the dread monsters known as trolls. The roots of these stories are undoubtedly true. Trolls' flesh endlessly regrows, going so far as to sprout aberrant limbs or additional heads if not pruned, and a bottomless hunger is required to feed such unfettered growth. Even in the process of glutting themselves, however, trolls find opportunities to taunt their prey and inflict petty cruelties.

A troll's ability to survive is so strong that they believe even the smallest scrap of flesh will slowly regenerate into a new form, suffering as all the powers of the land are gathered to revive them. Despite the pain, trolls speak of this unassailable vitality as a blessing from their creator. Few trolls have heard the laughter of demons who claim that creator cursed the trolls and cast them down from lofty heights, binding them so they could never rise again. Trolls prefer to remain solitary, keeping every scrap of food for themselves.

In rare instances, an old and powerful troll comes to lead groups of trolls. Such warleaders possess enough cunning to lead their hordes in devastating raids and massacres, and their presence permanently alters the surrounding ecosystem. This link to their environment is an often misunderstood aspect of trollkind, and grows more acute with a troll's age and power. That's not to say trolls are valorous protectors of nature. They're vicious and territorial, and will blight their own territory forever if it means more to eat for a day.

Sidebar - Related Creatures Other Trolls

A wide variety of trolls exist across different climates, sometimes barely resembling each other but sharing in a cursed resilience. Like forest trolls, they're tied to the environments where they live, which changes how they regrow and how they can be killed. Cavern trolls hide from the petrifying sunlight and moss trolls haunt bayous. Other trolls simply mutate, accumulating gangly arms or even multiple functioning heads over the years.

Sidebar - Additional Lore Troll Augurs

A curious group of trolls claim to possess the “gift of sight.” These augurs practice a disturbing method of fortune-telling, slashing open their own abdomen and pulling out entrails to interpret the prophecies. In the Varisian city Kaer Maga, augurs practice their trade in the street for coin, leaving visitors with more questions than answers.

Shelyn's Corner

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