Cavern Troll
Creature 6 — earth, giant, humanoid, troll
AnvilCrasherLANDSUBTERRANEANVERTICALgiantearthtroll
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 iron-sharp 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 h
Source: pathfinder-monster-core-2
Perception +14; darkvision
Languages jotun, sakvroth
Skills athletics +16, intimidation +14
Str
+6
Dex
+2
Con
+6
Int
-2
Wis
+2
Cha
-2
AC 22
Fort +16
Ref +13
Will +9
HP 135
Immunities bleed
Weaknesses acid 10, sonic 10
Speed 25 feet, burrow 20 feet, climb 20 feet
Offense
Melee Jaws (reach-10) +16, Damage 2d10+8 piercing
Melee Claw (agile, reach-10) +16, Damage 2d6+8 slashing
Ranged Rock (brutal) +16, range increment 120 feet, Damage 1d12+8 bludgeoning
Abilities
Easily Misled — The caverrn troll takes a –4 circumstance penalty to their Perception DC against Deception checks.
Regeneration 20 (Deactivated by Acid or Sonic) — This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Furious Throw —
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.
Rend — Claw
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
Rock 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 — The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
WORKS WELL WITH
SniperLANDA ranged striker can chip away at the troll's regeneration total before it heals back between turns.
SnareLANDA controller that keeps enemies from disengaging complements the troll's own reach, closing off escape routes.
FlankerLANDA mobile striker exploits the Off-Guard windows created while the troll's reach forces enemies to reposition.
PUNISHES
✖ standing still✖ melee reliance✖ clumping
This creature's regeneration is deactivated only by acid or sonic damage, so an encounter without either damage type drags on.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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