Jotund Troll
Creature 15 (rare) — giant, humanoid, mutant, troll, wood
AnvilCrasherLANDVERTICALgianttroll
Jotund trolls are gigantic, nine-headed horrors who prowl frigid moors, marshes, and wastelands, often alone and always ravenous. While each of the jotund troll's nine heads possess their own brains and senses, they bicker with each other much less than the heads of a two-headed troll. Yet the heads still argue, particularly over which of them gets to eat. The fact that all nine maws lead to the same shared stomach makes little difference in such culinary disagreements. Many scholars echo a stor
Source: pathfinder-monster-core-2
Perception +26; darkvision
Languages jotun
Skills athletics +29, intimidation +27
Str
+8
Dex
+4
Con
+8
Int
-1
Wis
+6
Cha
+4
AC 35
Fort +31
Ref +24
Will +23
HP 360
Weaknesses electricity 15, fire 15
Speed 30 feet, climb 20 feet
Offense
Melee Jaws (reach-15) +29, Damage 3d12+14 piercing plus Grab
Melee Claw (agile, reach-15) +29, Damage 3d10+14 slashing
Abilities
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
Regeneration 40 (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 Roar —
Head Regrowth — A jotund troll's regeneration can regrow severed heads. After regaining Hit Points from regeneration, the jotund troll attempts a DC 8 Flat. On a success, one missing head is fully restored; on a critical success, two missing heads are fully restored. If a jotund troll loses their last remaining head, they die immediately.
Reactive Heads — A jotund troll gains an extra reaction per round for each of their heads beyond the first, which they can use only to make Reactive Strikes with their jaws or to Fast Swallow. They can't use more than 1 reaction for the same triggering action, even if a creature leaves several squares within their reach, and must use a different head for each Reactive Strike. Whenever one of the jotund troll's heads is severed, the troll loses 1 of their extra reactions per round.
Reactive Strike —
Cacophonous Roar (auditory, emotion, incapacitation, mental, occult, primal) — The jotund troll roars from all their heads, mystically distorting the listener's mind. Each non-troll creature in a 100-foot emanation must attempt a DC 34 Will save.
Critical Success The creature is unaffected and is temporarily immune for 24 hours.
Success The creature is Stupefied 1 for 1 round.
Failure The creature is Stupefied 2 for 1 round.
Critical Failure The creature is Confused for 1 round.
Critical Success The creature is unaffected and is temporarily immune for 24 hours.
Success The creature is Stupefied 1 for 1 round.
Failure The creature is Stupefied 2 for 1 round.
Critical Failure The creature is Confused for 1 round.
Fast Swallow —
Ravenous Jaws — The jotund troll makes a number of jaws Strikes up to their number of heads, each against a different target. These attacks count toward the troll's multiple attack penalty, but the penalty doesn't increase until after the jotund troll makes all of these attacks.
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.
Swallow Whole (attack) — Medium, 3d12+8 bludgeoning, Rupture 36
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Grab —
WORKS WELL WITH
SniperLAND / VERTICALA ranged attacker can apply steady pressure while the troll's Regeneration forces the party to commit fire or electricity to make damage stick.
SnareLANDA controller that restricts positioning keeps allies from being caught by the troll's extra reactions from its multiple heads.
WeaverLAND / VERTICALA caster adding fear or save-based pressure compounds with the troll's own Cacophonous Roar to stack conditions on the party.
PUNISHES
✖ damage without fire or electricity follow-up (Regeneration shrugs off the rest)✖ melee reliance (reach 15 and extra reactions)✖ clumping (Ravenous Jaws hits multiple targets)
Avoid pairing with another high-HP regenerating brute; the fight becomes an attrition race rather than a tactical puzzle.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Jotund Troll in the encounter builder — free, no install.
Open in PathfinderGM →