Rot Troll

Rot Troll

Large giant
Challenge

STR
4
DEX
1
CON
6
INT
−3
WIS
−1
CHA
−3

138
12d10+72
18
Soak
2
Fort
+7
Ref
+3
Will
−1
Defense note natural armor
Damage immunities necrotic

Speed 5 m.
Skills Perception +2 (13)
Senses low-light vision, darkvision 10 m.
Languages Jotun

Maneuvers. The rot troll uses maneuvers (maneuver save Difficulty 16). It has 17 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: grapple, spring attack, swipe, tear flesh

2 stamina dice: tear tendon

Rancid Degeneration. At the end of each of the rot troll’s turns, each creature within 1 meter of it takes 11 (2d10) necrotic damage, unless the rot troll has taken acid or fire damage since the end of its last turn.

Actions (3)

Bite (1/turn). Melee Weapon Attack: +7 to hit. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage.

Claw (2/turn). Melee Weapon Attack: +7 to hit. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage.

Desert, Forest, Swamp, Underdarkmtof

Maneuvers

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to tear the creature’s tendon.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration and while affected it loses health equal to one of the stamina dice for every meter it travels. This has no effect on any creature that cannot bleed or lose a vital liquid substance.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.