TROLL, GIANT
GIANT TROLL
Large Giant
Hit Dice: 8d8+48 (84 hp)
Initiative: +0 (Dex)
Speed: 30 ft
AC: 16 (-1 size, +7 natural)
Attacks: Spiked club +13 melee; or 2 claws +12 melee; or rock +6 ranged
Damage: Spiked club 2d6+7; or claw 1d6+7; or rock 2d8+7
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Improved grab, bludgeon, rock throwing
Special Qualities: Fast healing 2, rock catching, fire vulnerability, scent, darkvision 90 feet
Saves: Fort +12, Ref +2, Will +1
Abilities: Str 25, Dex 11, Con 23, Int 6, Wis 9, Cha 9
Skills: Climb +9, Jump +9, Spot +6
Feats: Cleave, Power Attack, Weapon Focus (spiked club)
Climate/Terrain: Any land and underground
Organization: Solitary or tribe (1-12 giant trolls plus 2-12 trolls)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Giant trolls are the hideous result of trolls breeding with hill giants. These trolls resemble trolls physically in nearly every aspect, but are usually at least 10 feet tall. The giant troll’s skin is reddish-brown, and they have red-rimmed eyes. Giant trolls seem to favor spiked clubs made tree trunks or timber from houses.
Giant trolls are greatly feared throughout the world, as they combine the worst and most deadly aspects of trolls and hill giants. They often ally themselves with strong tribes of hill giants, serving as elite personal guards for the chief. A giant troll tribe also keeps several normal trolls as lackeys, or even for food.
COMBAT
Despite their pot-bellied appearance, these trolls are immensely strong and wield large spiked clubs with skill. If a giant troll is caught without a weapon, it prefers to batter its enemies with each other’s bodies, though it can just use its claws if hard pressed. If overwhelmed by a large number of opponents, it will try to grab and hurl opponents into trees.
Improved Grab (Ex): To use this ability, the giant troll must hit an opponent of Medium-size or smaller with a claw attack. If it gets a hold, it can use the opponent as a bludgeon or throw the opponent.
Bludgeon (Ex): A giant troll can use any held Medium-size or Small being as a bludgeoning weapon. The giant troll makes a normal attack roll against an opponent or object. If the attack is successful, the opponent takes 1d4+ (strength bonus) points of damage, and the victim being held takes 1d6 points of damage from the attack.
Rock Throwing (Ex): Giant trolls are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant troll can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. Their thrown rocks have a range increment of 120 feet.
Rock Catching (Ex): A giant troll can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant troll that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant troll must be ready for and aware of the attack.
Fire Vulnerability (Ex): If a giant troll suffers 10 or more points of damage from fire, its fast healing ability will fail until it recovers all of those hit points through normal healing.
The giant troll first appeared in the first edition Fiend Folio (1981), and later in the Monstrous Manual (1993).