Large Giant (Trollkin), Chaotic Evil
AC 19 Scavanged Armor    Initiative +2 (12)
HP 460 (36d12 + 252)
Speed 40 ft., Fly 50 ft.
Mod Save
STR 26 +8 +8
DEX 14 +2 +8
CON 24 +7 +13
Mod Save
INT 8 −1 −1
WIS 10 +0 +6
CHA 8 −1 −1
Skills Perception +5
Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Immunities Poisoned
Gear Bazooka
Senses Darkvision 60 ft.; Passive Perception 15
Languages Giant
CR 18 (XP 20,000; PB +6)
Traits

Loathsome Limbs (4/Day). If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll’s limbs is severed, falls into the troll’s space, and becomes a Troll Limb. The limb acts immediately after the troll’s turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points.

Regeneration. The troll regains 30 hit points at the start of its turn. If it takes radiant damage, or damage from adamantine or psychic sources, this trait doesn’t function until the end of its next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Jetpack Charge (Recharge 5–6). As part of its movement, the troll can surge forward up to 60 ft. in a straight line. Any creature in its path must succeed on a DC 20 Strength saving throw or take 21 (6d6) bludgeoning damage and be knocked prone. The troll can end this movement adjacent to a target and immediately make a Claw attack as a bonus action.

Explosive Instincts. If the troll is reduced below half HP, it becomes enraged. Its bazooka damage increases by one die size (from d10 to d12), and it makes its Multiattack as a bonus action whenever it uses Jetpack Charge.

Mutated Physiology. When the troll is reduced to 0 HP, roll a d6. On a 5–6, its regeneration triggers an unstable mutation, reviving it at 100 HP as a Molten Troll Husk (AC 17, loses ranged attack, gains a fiery aura that deals 14 [4d6] fire damage to creatures within 10 ft. at the start of their turn).

Actions

Multiattack.
The troll makes three attacks: one with its Bazooka and two Rend attacks.

Bazooka (Recharge 4–6). Ranged Weapon Attack: +14 to hit, range 120/300 ft., one target.
Hit: 42 (6d10 + 8) fire damage, and creatures within 10 ft. of the target must make a DC 20 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much on a success.
On a natural 19–20, the rocket causes a massive explosion, creating a 20-ft-radius fireball (same damage area).

Rend. Melee Attack Roll: +15, reach 10 ft. Hit: 22 (3d12 + 8) Slashing damage.

Bonus Actions

Charge. The troll moves up to half its Speed straight toward an enemy it can see.

Legendary Actions

Bazooka Trolls often hunt in packs. When two or more Bazooka Trolls are within 100 feet of each other, they fight with swift coordination. Together, they share a pool of 3 Legendary Actions per round, which can be taken by any of the trolls at the end of another creature’s turn.

Rocket Barrage (Costs 1 Action): One troll launches a second bazooka shot (half damage, no recharge spent).

Reposition (Costs 1 Action): A troll flies up to 20 ft. without provoking opportunity attacks.

Overheat Slam (Costs 1 Action): The troll slams its overheated bazooka into the ground, creating a shockwave. Each creature within 15 ft. must make a DC 20 Dexterity save or take 18 (4d8) thunder damage and be pushed 10 ft.

Previous Versions

Name Date Modified Views Adds Version Actions
10/4/2025 8:00:23 PM
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10/4/2025 8:03:13 PM
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Habitat: Planar (Astral Plane)

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