Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
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: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Description
Fearsome green-skinned giants, trolls eat anything they can catch and devour. Only acid and fire can arrest the regenerative properties of a troll’s flesh.
As far as DC's against history or arcana go, in my opinion it really depends on the fantasy world in which you're playing. In most of my campaigns, stories about trolls are one of the most common stories told to frighten children. In those worlds everyone knows that trolls must be killed with fire, some may know acid, but not all may believe that trolls are real. I always like to think about the points of origin of each of the characters. If I know one came from an area that is adjacent to a troll-infected area, then it's far more likely that character may have the knowledge. If they all originated in one of the largest cities of the realm, then I'd see the need to roll for arcana or history, since the topic would be much less likely to be relevant to those characters' backgrounds.
My players tend to meta game a bit so next time a play a troll, I might change their weaknesses so they stop regenerating for something other than fire or acid. I think this would scare my players if I completely wiped out their only knowledge of trolls.
The face looks uncannily similar to that of a hobgoblin.
T hp 54 cursed mace Attack +4 1D8 +4 DeX 12 if this succeeds roll1D8 and move them that many feet away if they land on something 5 damage
Actually that was from Scandinavian folklore, Tolkien just kept this trait when he used the monsters for his books..
how tall is a troll?
i think it'd be fun to have an Armoured Troll that someone bolted pieces of plate armour to
I was just thinking that too; Elder Scrolls has a mention of thier Trolls (probably based on a different creature myth though) being trainable for use as war beasts. I haven't seen any references from D&D lore yet that support or refute that possibility. Anyone have a thought on that?
There is more description in the actual 5e monster manual.
can you post stats for a cave troll? ALWAYS FUN FOR A PARTY MEMBER TO SHOUT 'THEY HAVE A CAVE TROLL' IN A LOTR HOMAGE
this is what we currently use (based on dNd wIKI:
Large giant, chaotic evil
Armor Class 15 (natural armor)
Hit Points 103 (9d10 + 54)
Speed 30 ft., climb 30 ft.
Skills Perception +4
Damage Resistances poison
Senses darkvision 120 ft., passive Perception 14
Languages Giant
Challenge 7 (2,900 XP)
Brute. A melee weapon deals one extra die of its damage when the troll hits with it (included in the attack).
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 20 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Relentless (Recharges after a Short or Long Rest). If the troll takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Rampage. When the troll reduces a creature to 0 hit points with a melee attack on its turn, the troll can take a bonus action to move up to half its speed and make a bite attack.
Sunlight Sensitivity. While in sunlight, the troll has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Multiattack. The troll makes three attacks: one with its bite and two with its claws. It may substitute the bite for a slam attack, but can't use the slam and claws against the same target.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 5) bludgeoning damage.
The troll is a creature that is formidable in its own right. However, deep within the precipices of the Underdark, lives a diverged relative to them. Dumber, larger, and stronger, cave trolls are ferocious creatures that fight tooth and claw for a decent meal. As such, they're more aggressive and not keen on working with others, meaning those like the drow and duergar usually keep them in cages or gladiatorial pits and treat them as beasts.
Underground Monstrosity. Cave trolls are more formidable than their surface cousins in nearly every way. They are stronger, can see better in the dark, are resistant to poisons, and have better regenerative properties. They are even capable climbers, although instead of dexterous scaling they just slam their claws into the wall and pull themselves up. However, what they make up for in everything else they more than lack in brain power, even by the standards of trolls. These adaptations were likely due to the ferocity of the creatures in the Underdark.
Troll Abominations. Uncommonly, a surface troll may sustain a mutation due to its regenerative properties. However, due to the strength of their regeneration cave troll are far more mutable. It is common to see drow or deurgar arena masters decapitating or removing the limbs of cave trolls, or feeding them exotic creatures, in an attempt to create mutation. For example, a cave troll who loses a limb may grow two in its place, or if they lose a head they may grow two, or three, or one with a second face and brain, or if they eat an umber hulk they may get its powers of confusion, its digging skill, or some other trait.
However, due to the sheer mutability of their bodies, it is possible to undo the mutation if the cave troll loses the mutated part.
Of course, DM magic you can make all the rules you like
You can also bring back the 3.5ed Rend feat that trolls had, if you want to be really nasty. Without dragging my books out I believe it was, on two claw hits in the same round, they do an additional, automatic 2d6+9
I recently DMed a game where the party fought several Trolls. One of the characters cast Phantasmal Force and successfully made the Troll believe it was on fire. While it no doubt caused psychic damage I also ruled that the Troll did not regenerate due to the "fire" damage. It seemed appropriate given the nature of the spell but I'm curious what other folks think.
Ahah that's quite clever. Would you apply that logic to other situations? Anything with sunlight sensitivity gets the disadvantages of being in sunlight..?
The way I interpreted the spell would suggest that it could effectively work under different conditions including your example but because I don't want circumvent the spirit of the rules I'm interested in what others think.
Q
ok wow really needed this. this is my first campaign as a dm and i had no idea how to describe a troll. and no the campaign has not started yet so im not behind on it.
Could this thing eat a gnome in one bite?
I like phinies and ferd to!!
I think you're responding to the profile picture of someone who posted here almost a year ago.