dave2008
Legend
LOTRO: Cave Troll by Gorrem
Troll, Abyssal | Challenge 11 |
Huge elite giant, chaotic evil | 14,400 elite XP |
Armor Class 20 (natural armor)
Hit Points 207 (18d12+90; bloodied 103)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
23 (+6) | 11 (+0) | 20 (+5) | 10 (+1) | 10 (+0) | 12 (+1) |
Savings Throws Str +10, Con +10, Wis +4
Skills Athletics +10, Perception +4
Resistances cold, lightning, piercing
Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Giant
Proficiency Bonus +4; Maneuver DC 18
Abyssal Might (Elite Trait, 1/Rest). When the troll is first bloodied, all conditions and effects it is suffering end for it, its elite traits activate, and all of its abilities recharge. Additionally, on its initiative count +10, or in place of an Action on its turn, the troll can use an elite action.
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Limited Magic Immunity. The troll is immune to cantrips.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes radiant damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.
ACTIONS
Multiattack. The troll makes two claw attacks and one bite attack.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target grappled by the troll or incapacitated. Hit: 19 (3d8 + 6) magical piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) magical slashing damage and 7 (2d6) poison damage and the target must make a DC 18 Constitution saving throw or be poisoned. A poisoned target must make an additional saving throw at the end of each of its turns. On a failure the target is stunned. On a successful save all conditions caused by the troll's claws end for it.
Innate Spellcasting. The troll’s spell casting ability is Constitution (spell save DC 18, +10 to hit with attack spells. The troll can innately cast the following spells, requiring no components:
At-will: darkness, dispel magic
1/day each: harm, power word stun
Harm (6th-level). The troll chooses one creature it can see within 60 feet of it. The target must make a DC 18 Constitution saving throw, taking 49 (14d6) necrotic damage on a failed save, or half as much damage on a successful one. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
ELITE ACTIONS
Teleport. The troll can teleport to an unoccupied space it can see within 120 feet of it.
Vile Casting. The troll can cast an at will spell.
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