Huge Giant, Chaotic Evil
Armor Class 17 Crystalized Leather
Hit Points 225 (15d12 + 75)
Speed 30 ft.
STR
26 (+8)
DEX
13 (+1)
CON
20 (+5)
INT
19 (+4)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +12, INT +8
Skills Athletics +10, Insight +5, Intimidation +8, Perception +8
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 18
Languages Common, Giant
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Blood of Fire.  The Troll King has burning contaminated blood. He is immune to fire damage and when attacked by anything other than psychic damage any creature within 5 feet of The Troll King takes 4(1d6) fire damage.

Delerium Crown. The Troll King wears a crown of delerium that gives him high intelligence. He is gains advantage on saving throws against psychic damage and cannot be charmed, frightened, or stunned. He is also immune from mind reading.

Hardy. The Troll King has increasingly thick and crystallized skin. Any hit that would be critical is a normal hit instead.

Keen Smell. The Troll King has advantage on Wisdom (Perception) checks that rely on smell.

Legendary Resistance (3/day). If the Troll King were to fail a saving throw, he can decide to succeed instead.

Regeneration. The Troll King regains 25 hp at the start of its turn. If the Troll King takes acid or lightning damage, he does not regain hp at the start of its next turn. The Troll King dies only if he starts his turn with 0 hp and doesn’t regenerate.

Actions

Multiattack. The Troll King makes one Bite attack, two Fist attacks, or Burning Club attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. The Troll King regains health equal to the damage dealt.

Burning Club. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 6) bludgeoning damage and 5 (2d4) fire damage.

Fist. Melee Weapon Attack: +9 to to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If The Troll King makes both fist attacks against the same target and both hit, the target must succeed on a DC 15 Strength saving throw or be grappled.

Fire Club Breath (Recharge 5-6). The Troll King brings his club to his mouth and exhales a stream of dragon like fire in a 15 ft cone. Each creature in that area must make a DC 15 dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much on a successful one.

Bonus Actions

Ravenous Hunger (60 hp or less). The Troll King becomes desperate for a meal as his injuries mount. He can move up to his movement towards a target without invoking opportunity attacks and uses Bite against that target.

Legendary Actions

The Troll King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Move. The Troll King can move up to his movement in any direction.

Bite. The Troll King bites an enemy.

Attack. The Troll King attacks an enemy with his club or his fist.

Royal Call (costs 2 actions). The Troll King gives a mighty roar, all trolls that can hear him gain advantage on their next attack.

Description

The Troll King is a giant even for a troll. Standing over 15 feet tall, he is a large muscular, hunched creature. He controls the King's Gate in Drakkenheim and is a leader for all the trolls in the city. He takes bribes and payments but only in the form of humanoids in which to serve to himself and his army. He wears a delerium crown which acts as a headband of intellect granting him a calculated mind, which is off putting for a troll. He carries a large burning club and the delerium contamination has caused his blood to burn with eldritch fire. He envisions himself and his lot as more man than troll and as such attempt to behave under the social graces his station offers him, though he is quick to anger and quick to hunger.

Lair and Lair Actions

The Troll King makes his kingdom the remains of the King's Gate. His throne is a large open courtyard inside the battlements of the garrison behind the wall. The throne room is covered in the remains of fully and half eaten bodies of monsters and humanoids alike. There is a large delerium geode near the throne that has warped the room and unstable magic abounds.

Arcane Anomaly. Unstable magic causes an arcane anomaly, roll on the arcane anomaly table.

Earth Tremor. Unstable magic causes the earth to shake and tremble within 40 ft of The Troll King. Any creature in that area must make a DC 18 strength saving throw or be knocked prone.

Habitat: DesertMountainUrban

Iksol88

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