Troll

Troll

Large giant · CR 5 · 1,800 XP

15 AC · 94 HP

Roll the Troll

Rend

Press a roll button. The dice land here.

The Troll never dies until someone brings fire

How to run it. 94 Hit Points, AC 15, three Rends a turn at +7 for 2d6 + 4 each, and reach 10 feet. Against AC 16 each Rend hits 60% of the time, and at least one lands 94% of the time. It also regains 15 Hit Points at the start of every turn.

The rule that matters. Knocking a troll to 0 does not kill it. It dies only if it starts its turn at 0 and fails to regenerate, and the only thing that stops regeneration is Acid or Fire damage taken since its last turn. A party with no fire or acid can drop it every round and it stands up every round. A torch counts: an attack with a lit Torch deals 1 Fire damage, which is all it takes.

Losing limbs. If the troll ends a turn Bloodied (47 or fewer) and took 15 or more Slashing damage that turn, a limb falls off and fights on its own. A fighter landing two longsword hits (1d8 + 3 each) makes 15 about 56% of the time. The limbs grow back the next time it heals, so severing without fire only adds enemies.

The common mistake is hiding the weakness or giving it away. Let the players see it: a wound closing, a burnt scar that stays. Then let them work it out.

For players. Save the Fire Bolt for the round it hits 0. Fire earlier still helps, because a turn without 15 free Hit Points is a turn you gained.

The human angle. Karl Duncker's 1945 problem-solving studies showed people struggle to use a familiar object in an unfamiliar way; he called it functional fixedness. A troll is that test at the table. The answer sits in someone's pack as a light source, and the moment a player sees the torch as a weapon is the best moment of the fight.

Source: Duncker, K. (1945). On problem-solving. Psychological Monographs, 58(5), i–113. doi:10.1037/h0093599

Stat block

Type
Large giant, chaotic evil
Armor Class
15
Hit Points
94 (9d10 + 45)
Speed
30 ft.
Challenge
5 (1,800 XP), proficiency +3
Senses
darkvision 60 ft., passive perception 15
Languages
Giant
STRDEXCONINTWISCHA
18
13
20
7
9
7

Troll odds against your Armor Class

Chance to hit, then average damage per attack once misses and critical hits are counted.

AttackAC 12AC 14AC 15AC 16AC 18AC 20
Rend (+7)80%
9.2 dmg
70%
8 dmg
65%
7.5 dmg
60%
7 dmg
50%
5.9 dmg
40%
4.8 dmg
Full turn (3 attacks)27.5 dmg24.2 dmg22.5 dmg20.8 dmg17.6 dmg14.3 dmg

Troll hit points

The stat block uses the average, 94. Rolled, 9d10 + 45 lands anywhere from 54 to 135.

54: 0.00%55: 0.00%56: 0.00%57: 0.00%58: 0.00%59: 0.00%60: 0.00%61: 0.00%62: 0.00%63: 0.00%64: 0.00%65: 0.01%66: 0.01%67: 0.02%68: 0.03%69: 0.05%70: 0.07%71: 0.10%72: 0.14%73: 0.20%74: 0.27%75: 0.36%76: 0.47%77: 0.61%78: 0.77%79: 0.95%80: 1.16%81: 1.40%82: 1.67%83: 1.95%84: 2.25%85: 2.56%86: 2.88%87: 3.19%88: 3.48%89: 3.76%90: 4.01%91: 4.21%92: 4.38%93: 4.49%94: 4.54%95: 4.54%96: 4.49%97: 4.38%98: 4.21%99: 4.01%100: 3.76%101: 3.48%102: 3.19%103: 2.88%104: 2.56%105: 2.25%106: 1.95%107: 1.67%108: 1.40%109: 1.16%110: 0.95%111: 0.77%112: 0.61%113: 0.47%114: 0.36%115: 0.27%116: 0.20%117: 0.14%118: 0.10%119: 0.07%120: 0.05%121: 0.03%122: 0.02%123: 0.01%124: 0.01%125: 0.00%126: 0.00%127: 0.00%128: 0.00%129: 0.00%130: 0.00%131: 0.00%132: 0.00%133: 0.00%134: 0.00%135: 0.00%
54chance of each total for 9d10 + 45135
Hit pointsChance
74 or more99%
95 or more50%
115 or more1%
127 or more<1%

Traits

Loathsome Limbs. If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll’s limbs is severed, falls into the troll’s space, and becomes a Troll Limb. The limb acts immediately after the troll’s turn. The troll has 1 Exhaustion level for each missing limb, and it grows replacement limbs the next time it regains Hit Points.

Regeneration. The troll regains 15 Hit Points at the start of each of its turns. If the troll takes Acid or Fire damage, this trait doesn’t function on the troll’s next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn’t regenerate.

Actions

Multiattack. The troll makes three Rend attacks.

Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 () Slashing damage.

Bonus actions

Charge. The troll moves up to half its Speed straight toward an enemy it can see.

Other CR 5 monsters

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.