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Troll GuardCreature 15


RareCELargeGiantTroll
Source Pathfinder Kingmaker
Perception +27 (darkvision)
Languages Common, Jotun
Skills Athletics +31, Intimidation +27
Str +8, Dex +4, Con +8, Int +0, Wis +6, Cha +4

AC 35; Fort +29; Reflex +23; Will +27;
HP 340 (regeneration 40 (deactivated by acid or fire)
Speed 30 feet
Weaknesses Fire 15

Battle Axe One Action +31 (+26, +21) to hit (reach 10, sweep) 4d8+16 Slashing
Jaws One Action +30 (+25, +20) to hit (reach 10) 3d12+16 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Regeneration 40 (Deactivated by Acid 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.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Vigorous Shake Reaction

Trigger The troll guard takes Persistent acid or fire damage.


Effect The troll guard shakes itself to remove persistent acid or fire effects. The troll guard immediately attempts a DC 15 flat check to end the persistent damage that triggered this reaction. If the troll guard succeeds at this check, it can immediately use Primordial Roar as part of this reaction.

Axe Critical Specialization

The troll guard has access to axe critical specialization effects.

Forced Regeneration One Action (concentrate)

Requirements The troll guard's regeneration is not currently deactivated.


Effect The guard king regains 20 HP.

Primordial Roar One Action (auditory, emotion, fear, mental)

The troll guard unleashes a bestial roar. Each non-troll creature within 100 feet must attempt a DC 35 will save. The creature is then temporarily immune for 10 minutes.


Critical Success The creature is unaffected.

Success The creature is Frightened 1

Failure The creature is Frightened 2

Critical Failure The creature is Frightened 3

Rend One Action

Battleaxe


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.


Effect The monster automatically deals that Strike's damage again to the enemy.

Twin Chop One Action

Frequency once per round


Effect The troll guard lashes out at two foes with its axes. The troll guard attempts two battleaxe Strikes, each of which must target a different foe within reach. These attacks count toward the troll's multiple attack penalty, but the multiple attack penalty doesn't increase until after the troll makes both attacks.


Some trolls have learned the skills necessary to survive well beyond the typical life expectancy for their kind and rally others to follow their lead. These champions develop a number of talents that make them worthy leaders and potent hunters-namely their abilities to willingly boost the rate of their regeneration and to shake off the acid and fire that would hinder it, not to mention a bestial roar that can send would-be predators scurrying off. Troll kings possess a cunning far beyond their younger kin- they know to keep their allies close, and their enemies even closer. If a troll king so much as suspects that one of its followers is plotting to usurp it, retribution is swift and fatal.


Slavering, cruel, practically invincible brutes: this is the villager's stock description for the dread monsters known as trolls. But words hardly do justice to trolls' capacity for destruction. They are as bloodthirsty as orcs but lacking the discipline, as massive as giants but capable of regenerating wounded flesh in an instant, and as reprobate as ogres but with twice the strength. The only way to really understand the wanton violence of a troll is to experience it firsthand-a fate few would wish even upon their worst enemies.

The first thing that comes to mind when most think of trolls is the creatures' power of bodily regeneration. So potent is this regeneration that the only way to overcome it is to exploit the troll's vulnerability to acid and fire. It is not enough to slay the troll with caustic or flaming weapons, though-even the smallest scrap of a troll's flesh can regenerate into a full-size troll given enough time. The only sure way to eradicate a troll menace is to burn the monster's entire body until nothing remains.

Trolls are solitary hunters, for their wickedness is anathema even to other giants. They occasionally roam in small gangs of two to four, but only when prey is plentiful or a particularly strong counterforce has broached their hunting grounds. In rare instances, an old and powerful troll comes to lead small tribes of trolls. Such "troll kings" possess enough cunning to lead their hordes in devastating raids and massacres, and their presence permanently alters the surrounding ecosystem. A wide variety of trolls exist, from the terrible monster traditionally associated with the name to the water-dwelling scrag and hybrid flood troll. Regional variations exist as well-mountain trolls among stony peaks, for instance, or moss trolls in swampy bayous-but all share the same trademark regenerative powers and insatiable thirst for blood.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.