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Dire trolls Battle Tactics

Dire trolls are the largest and most dangerous of all their Thanks to their grotesque mutations, dire trolls can prove to
kind. These trolls are extremely rare as they are the result of be quite challenging opponents. Despite their large forms,
rampant mutations within its body. As a result of these dire trolls have surprisingly quick reaction times due to their
transformations, dire trolls typically appear to be grotesque multiple limbs. Thanks to their numerous faces or heads,
abominations that sprouts multiple pairs of arms and they are often able to engage multiple opponents at once with
numerous heads grows randomly across its body. Due to little difficulty, while their keen senses allow them to detect
their accelerate metabolism, they are known to enter into multiple threats simultaneously. When engaging a dire troll, it
ravenous rampages, devouring anything in their path. is best to limit their natural regeneration with fire, but
adventurers still must be quite clever in its implementation
Rampant Mutations unless they wish to be the target of the dire troll's berserk
fury.
There are many causes in which a dire trolls can be formed.
One of the most common methods is primarily due to age. Hide of Maws
Naturally, as a troll ages, it will be prone to experiencing Dire trolls also are notorious for their innate self-defense
more mutations as its grows or regenerates any wounds it mechanism built into their skin. Although trolls have been
has sustained. Sometimes, these mutations are be much known to grow multiple heads, similar to ettins; it is also
more pronounced than normal resulting in the growth of quite common for grow toothy maws out of their skin,
additional eyes, limbs, and even heads. Another source of appearing on their limbs and main body. These secondary
these mutations is also believed to be the result of maws retain the troll's ravenous appetite and will snap at
cannibalism. Whenever a troll consumes the flesh of its kin, it anything that wanders into melee range of the troll. Because
is believed to accelerate their natural healing factor, resulting of this, range combat is highly advisable when battling these
in rampant growth. Once these mutations begin, it starts an giants.
endless cycle of ravenous hunger as the troll seeks to satiate
its continual growing appetite. However, it only makes the
situation worse as each time the troll devours one of its kin, it
grows larger and accelerates the mutation process.
Vitriolic Regeneration
Because of their accelerated mutations, dire troll blood is
known to be incredibly toxic. In fact, their body is often
covered in oozing growths that coats their claws and teeth in
corrosive acid. As a result, dire trolls do not suffer the same
weaknesses as their normal kin as they body as developed a
tolerance for all but the most potent of acids. In fact, the
presence of acid actually functions as a stimulant for its
natural healing factor, making them much harder to kill when
encountering inexperienced adventurers.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Dire troll Reactive The dire troll can take a reaction at the end of
every creature's turn
Huge Giant, varies
Siege Monster The dire troll can deal double damage to
Armor Class 18 (Natural Armor) buildings and objects
Hit Points 200(16d12+96) Toothy Hide When a creature hits the troll with a melee
Speed 40ft., climb. 40ft. weapon attack while within 5ft. of it, the attacker takes
4(1d8)piercing damage + 5(2d4)acid damage.
STR DEX CON INT WIS CHA Actions
23 (+6) 15 (+2) 23 (+6) 9 (-1) 16 (+3) 7 (-2) Multiattack. The dire troll can make a bite and four claw
attacks. Alternatively, it can make two stone attacks
Saving Throws Str +11, Dex +7, Con +11, Wis +8 instead.
Skills Athletics +11, Perception +8
Bite. Melee Weapon attack: +11 to hit, 5ft, one target.
Damage Resistances Acid
Hit: 19 (3d8+6) piercing damage + 15(6d4) acid
Senses darkvision 120ft, passive Perception 18
damage.
Languages Giant
Proficiency Bonus + 5 Claw. Melee Weapon attack: +11 to hit, 10ft, one
Challenge 16(15000 xp) target. Hit: 13 (3d4+6) slashing damage + 5(2d4) acid
damage.
Berserk If the dire troll takes the Attack action while Stone. Ranged Weapon attack: +11 to hit,
below half its hitpoint maximum, it can make two 120ft./600ft., one target. Hit: 33 (5d10+6)
additional claw attacks as part of its Attack action. bludgeoning damage. On a hit, the target must succeed
Fury If the dire troll takes fire damage, its gains a DC 19 Strength saving throw or be knocked prone.
advantage on all weapon attacks until the end of its Acid Bile (Recharge 5-6) Creatures in a 30ft. cone
next turn. centered on the dire troll must succeed a DC 19
Keen Senses When the dire troll has advantage on Dexterity saving throw. On a failed saving throw, the
Wisdom(Perception) checks that rely on smell or sight target takes 50(20d4) acid damage and half as much
on a successful saving throw.
Multiheaded The dire troll has advantage on saving
throws against being blinded, charmed, deafened, Bonus Actions
frightened, or stunned.
Aggressive The dire troll can use its bonus action to
Rapid Recovery The dire troll can end one of the move up to its movement speed towards a hostile
following conditions at the start of its turns: blinded, creature it can see. It can only use this movement to
deafened, diseased, or poisoned. If the dire troll takes move closer to a hostile creature
fire damage, this trait doesn't function at the start of
the dire troll's next turn.
Reactions
Regeneration The dire troll regains 20 hitpoints at the Retaliation When a creature hits the dire troll with a
start of its turn. If the dire troll takes acid damage, it melee weapon attack while within 10ft. of it, the troll
regains 30 hitpoints instead. If the dire troll takes fire can make a claw attack against that creature.
damage, this trait doesn't function at the start of the
troll's next turn. The dire troll only dies if it starts its
2 turn within 0 hitpoints and cannot regenerate.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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