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Two-Headed Troll

Creature 8 (uncommon) — giant, humanoid, troll, wood

AnvilCrasherLANDgianttroll

After a particularly severe head injury, a troll might regrow two heads, with each taking on fragments of the old personality and its responsibilities over the body. As separated parts of a whole, the heads find it difficult to agree on any but the most basic tasks. These tasks usually involve gathering food to satisfy two mouths, even if they share a single cavernous stomach. Dread tales of two-headed trolls' ravenous appetites are whispered of in homesteads throughout the lands of the Inner Se

Source: pathfinder-monster-core-2

Perception +16; darkvision
Languages jotun
Skills athletics +18, intimidation +17
Str
+6
Dex
+1
Con
+6
Int
-2
Wis
+4
Cha
+3
Items Club
AC 24 Fort +19 Ref +15 Will +14
HP 190
Weaknesses electricity 10, fire 10
Speed 30 feet

Offense

Melee Club (reach-10) +18, Damage 2d6+8 bludgeoning
Ranged Club (thrown-10) +13, Damage 2d6+8 bludgeoning
Melee Jaws (reach-10) +18, Damage 2d12+8 piercing
Melee Claw (agile, reach-10) +18, Damage 2d8+8 slashing

Abilities

Easily Misled — The two-headed troll takes a –4 circumstance penalty to their Perception DC against Deception checks.
Independent Brains — Each of a two-headed troll's heads rolls their own initiative and has their own turn. Neither head can Delay. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls one arm, but both can move the legs. Any ability or item that would sever a two-headed troll's head (such as a vorpal weapon) doesn't cause the two-headed troll to die if they still have their other head, but does cause them to lose the turns, actions, and reactions of the severed head. Mental effects that target a single creature affect only one of the troll's heads.
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.
Head Regrowth — A two-headed troll's regeneration can regrow a severed head. After regaining Hit Points from regeneration, the two-headed troll attempts a DC 10 Flat. On a success, a missing head is fully restored. If a two-headed troll loses their last remaining head, they die immediately.
Reactive Strike
Collaborative Chomp — The troll makes a claw Strike and Grabs a single target. If both are successful, the other head can use their reaction to make a jaws Strike against that creature.

WORKS WELL WITH

SniperLANDRanged damage avoids the doubled melee actions each independently acting head can bring against anyone adjacent.
SnareLANDA controller that restrains a foe prevents it from disengaging before both heads can act against it.
WeaverLANDA caster applying persistent fire or electricity damage exploits the troll's own weaknesses while it closes to melee.

PUNISHES

✖ clumping✖ melee reliance✖ standing still
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 2.

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