Huge Monstrosity, Chaotic Evil
Armor Class 18 Hardened Hide + Improvised Armor
Hit Points 450 (8d10 + 24)
Speed 45 ft., Climb 60 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
15 (+2)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws CON +10, WIS +10, CHA +11
Gear Staff of the Bloodstep
Senses Blindsight 30 ft. range., Darkvision 120 ft. range., Truesight 30 ft. range, Passive Perception 20
Languages Common, Draconic, Elvish, Goblin, Trollkin
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Eyes Beyond Death

Farrak has advantage on:

  • all saving throws
  • perception checks

Farrak's eyes have witnessed countless rituals, sacrifices, invasions, and Blood Moons upon Zul ' Amakti. Very little escapes his awareness. 

Ancient Regeneration

This troll does regain 1d4 + 4 hit points at the start of its turn. 

MistWalker

Farrak ignores difficult terrain caused by:

  • jungle growth
  • roots 
  • mud
  • rain
  • ritual terrain

Aura of Dread

Creatures of Farrak's choice within 15ft have disadvantage on saving throws against the frightened condition. The air around Farrak feels unnaturally heavy, thick and oppressive.

Ritual Concentration

Farrak has advantage on Constitution saving throws made to maintain concentration on spells.

Jungle Predator

This troll has advantage on Dexterity (Stealth) checks while in jungle or dense vegetation.

War Drum Instinct

When exposed to Ragnar’s chant, the troll gains advantage on initiative rolls and cannot be frightened for 10 minutes.

Actions

Multiattack

The troll makes two melee attacks.

  • Staff of the Bloodstep

OR

  • 1 Staff attack and 1 Soul Bolt attack

Staff of the Bloodstep

Melee Weapon Attack: +9 to hit, reach 10ft., one target.

HIT: 

  • 2d8 + 5 bludgeoning damage
  • 1d6 necrotic damage

Farrak's ritual staff pulses violently with green, orange and purple smoky ashy magic essence, flowing through the cracked runes carved into the ancient wood and stone. 

Soul Bolt

Ranged Spell Attack: +9 to hit, range 60ft., one target.

HIT: 

4d6 necrotic damage.

The target cannot regain hit points until the start of Farrak's next turn.

Crumble

Farrak targets one allied troll within 30ft. 

The troll instantly:

  • hardens
  • cracks
  • collapses into dust
  • drops all items, clothing, etc. to ground.

All ALLIED trolls within 30 ft. gain:

  • +2 AC 
  • +2 damage rolls
  • resistance to nonmagical damage

for 1 minute. 

All non-troll creatures within 30ft must succeed on a: DC 15 CHA saving throw. 

On failure: creature is paralyzed until the end of its next turn.

On success: creature's movement speed becomes 0 until the end of its next turn.

Bloodstep Reverie (1/Day)

Farrak forces up to 3 creatures he can see within 60 ft to make a: DC 18 WIS Saving throw.

On a failed save, creatures are mentally dragged into a horrifying spiritual nightmare realm where:

  • the sky glows green/purple
  • the jungle is moving unnaturally
  • the shadows grow darker and more terrifying

Affected creatures become: 

  • frightened
  • incapacitated

until the end of their next turn. Creatures who succeed are immune to this effect for 24 hours. 

 

Bonus Actions

Misty Step

The troll magically teleports up to 30 feet to an unoccupied space it can see.

  • Can be used once per turn

Whisper of Zul 

Farrak whispers ancient troll chants toward one creature within 30 ft. The target must succeed on a: DC 15 WIS Saving Throw or have disadvantage on its next 2 attack rolls. 

Reactions

 

Ritual Deflection

When Farrak is hit by an attack, he may add: 

+3 AC

against that attack, potentially causing it to miss. Farrak twists his staff as spectral energy briefly shields his body. 

Seen Too Soon

When a creature Farrak can see attempts to hide, become invisible, stealth, or disengage from him, Farrak may immediately make:

  • one Soul Bolt attack

OR

  • move up to half his speed

without provoking opportunity attacks. 

Legendary Actions

Shadow Step

Farrak magically teleports up to 30 ft to an unoccupied space he can see.

The candles and shadows around him distort unnaturally as he disappears.

Blood Pulse

Farrak releases a pulse of ritual magic toward one creature within 30 ft.

Target must succeed on a:

DC 15 Wisdom Saving Throw

or become:

  • frightened until the end of its next turn

A creature that succeeds becomes immune to Blood Pulse for 24 hours.

Crushing Gaze

 

Farrak locks eyes with one creature within 60 ft.

Target must succeed on a:

DC 16 Wisdom Saving Throw

or become:

  • restrained until the end of its next turn

Invisible pressure crushes inward around the target as spectral hands and shadows briefly appear around their body.

Whisper of Zul

Farrak whispers ancient troll chants into the minds of nearby creatures.

Up to 2 creatures within 30 ft must succeed on a:

DC 15 Wisdom Saving Throw

or suffer:

  • disadvantage on their next attack roll
  • disadvantage on their next saving throw
Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

High Priest Farrak DarkDealer is not a creature driven by rage or instinct like the other trolls of Zul ’Amakti. He is calm, deliberate, and deeply unsettling—an ancient spiritual leader who views sacrifice, suffering, and death as sacred acts rather than cruelty.

Farrak rarely raises his voice. Even in combat, he speaks in quiet chants and whispers, allowing the chaos around him to unfold while he watches with eerie patience. Other trolls obey him without hesitation, many willingly offering themselves in ritual sacrifice to empower his magic.

His presence distorts the atmosphere around him. The jungle grows quieter, torches dim, and the air feels heavy and unnatural. Strange whispers, flickering shadows, and feelings of dread often accompany his arrival.

Farrak carries a ritual staff pulsing with green, orange, and purple energy, etched with ancient troll runes and cracked ceremonial stone. The staff appears almost alive, feeding on souls and channeling the power of Zul ’Amakti itself.

Unlike most trolls, Farrak does not seek simple slaughter. He studies intruders, tests their fear, and believes the island has already chosen their fate long before they arrived. He prefers psychological torment, ritual magic, and manipulation over brute force, often allowing enemies to survive simply so the island may “claim them properly” later.

Many trolls believe Farrak can walk between worlds, speak with the dead, and see visions through the Blood Moon. Whether these beliefs are true or merely legend remains unknown.

Lair and Lair Actions

Extinguish Light

All nonmagical flames within 60 ft immediately go out.

Darkness swallows portions of the temple as shadows stretch unnaturally across the walls.

Ritual Fog

Purple-black fog spills across the battlefield.

A 20 ft radius area becomes:

  • heavily obscured
  • difficult terrain

until initiative count 20 on the next round.

Blood Sigils

Crimson runes erupt beneath up to 3 creatures Farrak can see.

Targets must succeed on a: DC 15 Dexterity Saving Throw

or take: 3d6 necrotic damage Half damage on success.

Living Temple

Roots and jungle vines burst from cracks in the temple floor.

Up to 2 creatures Farrak can see must succeed on a: DC 15 Strength Saving Throw

or become:

  • restrained until the start of the next round

Eyes of Zul

The stone troll statues surrounding the temple awaken faintly.

Their glowing eyes lock onto intruders.

Until the next round:

  • Farrak gains advantage on attack rolls
  • Farrak cannot be surprised
  • hidden creatures lose benefits of being hidden

OPTIONAL Blood Moon Lair Action (During a Blood Moon)

(Only after the sacrifice is completed)

The crimson moon radiates violent ritual energy through the temple.

All non-troll creatures must succeed on a:

DC 15 Constitution Saving Throw

or suffer:

  • disadvantage on Wisdom saving throws
  • reduced movement speed by 10 ft

until initiative count 20 on the next round.

Meanwhile:

  • troll creatures regain 1d4 HP
  • ritual runes glow brighter
  • jungle whispers intensify

 

Lothar_Brudos

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