Troll Warleader
Creature 10 — giant, humanoid, troll, wood
AnvilCrasherLANDgianttroll
Long-lived trolls sometimes force their way through the twin distractions of hunger and pain to learn more about the world around them. To manage their regeneration, they learn to cover themselves in crude armor that slowly becomes integrated with the top layer of their flesh. Marked by this armor and aided by their superior wits, these warleaders gather a variety of trolls to serve them in raiding parties. The warleader presented here is a forest troll, but warleaders can be other types of tro
Source: pathfinder-monster-core
Perception +19; darkvision
Languages jotun
Skills athletics +21, crafting +15, intimidation +22, nature +17, survival +17
Str
+7
Dex
+3
Con
+7
Int
-1
Wis
+1
Cha
+4
Items Battle Axe (2), Half Plate
AC 29 ((26 plus all-around vision after Shed Armor))
Fort +23
Ref +17
Will +15
HP 240 (regeneration 30 (deactivated by acid or fire))
Weaknesses fire 10, electricity 10
Speed 30 feet
Offense
Melee Jaws (reach-10, unarmed) +23, Damage 2d12+13 piercing
Melee Claw (agile, reach-10, unarmed) +23, Damage 2d8+13 slashing
Melee Battle Axe (magical, reach-10, sweep) +24, Damage 2d8+13 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 Roar —
Reactive Strike —
Primordial Roar (auditory, emotion, fear, mental) — The troll warleader unleashes a bestial roar. Each non-troll creature in a 100-foot emanation must attempt a DC 29 Will save. The creature is then temporarily immune for 10 minutes.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 3.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 3.
Shed Armor (manipulate) — The warleader cuts their armor loose from their flesh. They immediately heal 60 healing{60 Hit Points} in a surge of regeneration as they grow twisted limbs and malformed faces.
Without their armor, the warleader's AC drops to 26 but they gain All-Around Vision from the new faces.
Putting the armor back on takes 10 minutes, and this ability can't be used again until 1 hour has passed.
Without their armor, the warleader's AC drops to 26 but they gain All-Around Vision from the new faces.
Putting the armor back on takes 10 minutes, and this ability can't be used again until 1 hour has passed.
Sweeping Axes —
WORKS WELL WITH
SniperLANDA ranged attacker can apply steady damage from outside reach while this creature's regeneration shrugs off anything that isn't fire or electricity, forcing the party to commit resources elsewhere.
WeaverLANDA caster adding fire or electricity damage denies this creature's regeneration, turning what would be a war of attrition into a fight the party can actually close out.
FlankerLANDA mobile striker can exploit the fear-driven repositioning this creature's roar forces on the party's own allies to find an opening on an unguarded flank.
PUNISHES
✖ persistent-damage reliance without fire or electricity✖ clumping✖ attrition tactics
Do not stack another regeneration-based brute unless the party has reliable fire or electricity; two attrition tanks without a counter can turn the fight into an unwinnable slog.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Troll Warleader in the encounter builder — free, no install.
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