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.