Venom Troll

Venom Troll

Large giant
Challenge

STR
4
DEX
1
CON
5
INT
−2
WIS
−1
CHA
−2

94
9d10+45
17
Soak
1
Fort
+6
Ref
+3
Will
−1
Defense note natural armor
Damage immunities poison
Condition immunities poisoned

Speed 5 m.
Skills Perception +1 (12)
Senses low-light vision, darkvision 10 m.
Languages Jotun

Keen Smell. The venom troll has advantage on Perception checks that rely on smell.

Maneuvers. The venom troll uses maneuvers (maneuver save Difficulty 15). It has 14 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, inject venom, spring attack, swipe, tear flesh

2 stamina dice: tear tendon

Poison Splash. When the venom troll takes damage of any type but psychic, each creature within 1 meter of the venom troll takes 9 (2d8) poison damage.

Regeneration. The venom troll regains 10 health at the start of each of its turns. While the venom troll is able to regenerate, it does not become wounded or incapacitated as a result of regaining health. If the venom troll takes acid or fire damage, this trait doesn’t function at the start of the venom troll’s next turn. The venom troll dies only if it starts its turn with 0 health and doesn’t regenerate.

Actions (3)

Bite (1/turn). Melee Weapon Attack: +6 to hit. Hit: 7 (1d6 + 4) piercing damage.

Claws (2/turn). Melee Weapon Attack: +6 to hit. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) poison damage. If the target is a creature, it must succeed on a Difficulty 16 Fortitude saving throw or become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Venom Spray (Recharge 5–6). The venom troll slices itself with a claw, releasing a spray of poison in a 5-meter cone or line. The venom troll takes 7 (2d6) slashing damage (this damage can’t be reduced in any way). Each creature in the area must make a Difficulty 16 Fortitude saving throw. On a failure, a creature takes 49 (11d8) poison damage and is poisoned for 1 minute. On a success, a creature takes half as much damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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.

Prerequisites: You must have a form of venom inherent to your body.

1 minute/stamina die

As an action, make a melee weapon attack with a natural weapon that deals poison damage.

On a hit, add the stamina die to the attack’s poison damage and the creature must succeed on a Fortitude saving throw against poison (Difficulty equal to 9 + your Constitution + your Aptitude Bonus) or become poisoned for the duration.

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.

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.