Yes and no. If the troll wins initiative, it can easily drop a character before the party acts. If the party does not have access to fire or acid damage, the 10 HP per turn will add up, especially if the dice are not kind. I love 5E, but it's very swingy, so a single troll could TPK a group of 3rd level characters.
I've thrown trolls at PCs multiple times at multiple levels, and the battles have been everything from "Run away!" to "Gee, that was easy."
The "Run away!" fight was five 4th level PCs against a single troll and a few pirates.
Yeah, that pretty much sums up my feelings. 5e
is very swingy. If the troll gets a jump on the party, and rolls well, he can easily take out a character in one round if he hits with all three attacks (average damage: 29; party HP ranges from 18 to 27). The half-orc ranger does have that
Relentless Endurance feature, which will help keep him up beyond round one, and the Gnome Moon Druid can go into beast form, if he's ready, but dropping a character in the first round will definitely swing things in the troll's favor decisively.
iserith said:
You're talking about more than one troll though. The OP, if I understood him or her correctly, is creating a challenge with just the one.
But characters almost always have access to fire damage by way of the contents of their adventurers' packs. And in the case of this party, they have a caster with fire bolt. Even if the troll does win initiative, it could potentially drop, but not kill a character unless we're talking about critical hits.
I predict the party will be able to take this thing down. Not without cost, mind you, but I don't think it will result in character death presuming the players are at least modestly capable.
Yeah, just one. A lot will depend on party tactics. Mostly, whether the ranger and the wood elf EK can tank it out long enough to let the sorcerer do his stuff - pumping the troll with several 2nd-level slot
Magic Missiles, before moving in with the kill (
Fire Bolt). The EK should take his
Action Surge immediately, and then help the sorcerer by piling on more Magic Missiles for the automatic damage. The ranger should also try to use his pig well (little luck with that so far, plus, as I mentioned already, the pig has a fatigue level). The druid will be the swing character: he will either go to Giant Spider form, help the tanks, and hope that the troll fails poison saves, or stay back and try to Charm the troll. There is a better than even chance this will work (given the troll's low WIS), but the problem will be communication: the gnome can't really talk to him, and therefore, the
Charm may not do anything for his companions.
So, if the party makes bad decisions (esp. the sorcerer trying to
Sleep the troll, or the druid casting worthless cantrips), or worse, rolling badly (we're using DiceStream), it can get pretty bad fast.
Croesus said:
One nasty trick is for a troll to attack, deal a lot of damage, then run away to heal. Then come back before the party has time for a rest. Rinse and repeat. If the party is unable to prevent this, they're in trouble.
That won't be happening here. What happened is that the pig has eaten himself into exhaustion (not its fault - product of a failed save), and had to be carried by its master. The party sought to take cover in a cave, where unfortunately for them the troll makes his home. His plan is to block the entryway with a boulder to keep anyone from fleeing. That's really bad for the PCs, obviously, if things head south early on, but also good, because it may eat up the troll's surprise round. So it will pretty much be "do-or'die" for all involved, unless the druid does manage to work his
Charm.