Ice Troll

Large giant, chaotic evil

Armor Class

12 (natural armor)

Hit Points

68 (8d10 + 24)

Speed

30 ft.

STR

19 (+4)

DEX

12 (+1)

CON

16 (+3)

INT

9 (-1)

WIS

10 (+0)

CHA

6 (-2)

Damage Immunities

cold

Damage Vulnerabilities

fire, slashing

Senses

darkvision 60 ft., passive Perception 12

Skills

Perception +2

Languages

Giant

Challenge

4 (1,100 XP)

Slashing Susceptibility. If an attack made with a slashing weapon scores a critical hit on the ice troll, the troll must succeed on a DC 13 Constitution saving throw or lose a limb. Roll a d6. On a roll of 1–3, the troll loses an arm, and on a roll of 4–6 the troll loses a leg. It is GM’s choice as to whether it was the right or left arm or leg.

Regeneration. The ice troll regains 10 hit points at the start of its turn. If the troll is not making physical contact with ice or near-freezing water, this trait doesn’t function at the start of the troll’s next turn. The cave dies only if starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. The cave troll makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) cold damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

large
giant
cr4
tome-of-horrors