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Two-Headed TrollCreature 8


UncommonCELargeGiantTroll
Source Pathfinder Bestiary 2
Perception +18 (darkvision)
Languages Jotun
Skills Athletics +18, Intimidation +17
Str +6, Dex +1, Con +6, Int -2, Wis +4, Cha +3

AC 24; Fort +20; Reflex +15; Will +14;
HP 190 (regeneration 25 (deactivated by acid or fire)
Speed 30 feet
Weaknesses Fire 10

Jaws One Action +18 (+13, +8) to hit (reach 10) 2d12+8 Piercing
Claw One Action +18 (+14, +10) to hit (agile, reach 10) 2d8+8 Slashing
Club One Action +18 (+13, +8) to hit (reach 10) 2d6+8 Bludgeoning
Club One Action +13 (+8, +3) to hit (thrown 10) 2d6+8 Bludgeoning

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.

Independent Brains

Each of a two-headed troll's heads rolls their own initiative and has their own turn. Neither head can Delay. At the start of a head's turn, that head gets 2 actions and 1 reaction. Each brain controls one of the troll's arms, but both can move the legs.

Any ability that would sever a two-headed troll's head (such as the Vorpal weapon property) doesn't cause the two-headed troll to die if they still have their other head, but does cause them to lose the turns, actions, and reactions of the severed head.

Mental effects that target a single creature affect only one of the troll's heads.

Regeneration 25 (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.

Head Regrowth

A two-headed troll's regeneration can regrow a severed head. After regaining Hit Points from regeneration, the two-headed troll attempts a DC 10 flat check. On a success, the missing head is fully restored.

If a two-headed troll loses their last remaining head, they die immediately.

Reactive Chomp Reaction

Trigger On one head's initiative, the troll hits the same enemy with two consecutive claw Strikes in the same round


Effect While the prey is distracted with unrelenting claw attacks, the head that's not taking its turn makes a jaws Strike against the enemy.


Two-headed trolls are savage, dual-minded monsters with an unquenchable thirst for bloodshed, and dread tales of their ravenous appetites are whispered of in homesteads throughout the lands of the Inner Sea. Indeed, it is a custom for parents to invoke the two-headed troll as a warning to misbehaving children. "Finish your chores," a parent might say to a stubborn child, "or a two-headed troll will snatch you away at night and swallow you whole!" It's unclear why such a morbid tradition gained traction with parents, but it's an undeniable fact that two-headed trolls have an appetite for "nibbles"-creatures small enough to devour with one bite.

Mature two-headed trolls stand 13 feet in height, weighing roughly 1,700 pounds. Unlike common trolls, two-headed trolls share the upright gait of their ettin ancestry and do not walk hunched over.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.