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Forest Troll

Creature 5 — giant, humanoid, troll, wood

AnvilCrasherLANDgianttroll

Forest trolls are gangly giants who stalk the fringes of civilization. They rely on their incredible strength to overpower foes with their vicious claws and toothy maws. These trolls stand anywhere from 12 to 16 feet tall, though they prefer to hunch for comfort and to lull foes into a false sense of security. Trolls are truly creatures of the forest, deeply linked in flesh and blood to the verdant habitats they consider their territory. In fact, when a forest troll is killed, their flesh turns

Source: pathfinder-monster-core

Perception +11; darkvision
Languages jotun
Skills athletics +12, intimidation +12
Str
+5
Dex
+2
Con
+6
Int
-2
Wis
+0
Cha
-2
AC 20 Fort +17 Ref +11 Will +7
HP 125 (regeneration 20 (deactivated by electricity or fire))
Weaknesses fire 10, electricity 10
Speed 30 feet

Offense

Melee Jaws (reach-10, unarmed) +14, Damage 2d10+5 piercing
Melee Claw (agile, reach-10, unarmed) +14, Damage 2d8+5 slashing

Abilities

Easily Misled — The forest troll gets a –4 circumstance penalty to their Perception DC against Deception checks.
Regeneration 20 (Deactivated by Electricity or Fire) — 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 Flailing
Chase Prey — The forest troll rushes forward on all fours, Striding and then making two claw Strikes.
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.

WORKS WELL WITH

SniperLANDRanged pressure keeps damage flowing since regeneration shrugs off piecemeal melee damage without a burst source.
SnareLANDControl that keeps enemies grouped lets the reach attacks and rend follow-up land more consistently.
FlankerLANDA mobile striker can chase down anyone who breaks away while the troll punishes stragglers who wander alone.

PUNISHES

✖ low burst damage✖ melee reliance✖ isolated targets
Avoid a second Anvil; stacking high-regeneration frontline tanks slows the encounter's pace without adding pressure.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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