Troll, Jotund
Description
Jotund trolls are gigantic, nine-headed horrors. Prowling frigid moors and marshes, these rapacious creatures have the same insatiable appetites of common trolls but require much more sustenance because of their excessive size. Jotund trolls stand 30 feet tall and weigh roughly 25,000 pounds. They can live for up to 100 years.
The jotund troll's nine heads each have their own brains and senses, but they share, after a fashion, the same mind. Despite this, a jotund troll's heads often argue and bicker, particularly over which head gets to eat. The fact that all nine maws lead to the same shared stomach makes little difference in such culinary disagreements.
Jotund trolls spawn with either their own kind or with other trolls. In the latter case, there is only a 5% chance the offspring will be a jotund troll. Apart from brief mating periods, jotund trolls are solitary, although some cull together bands of other giants into devastating war parties that can lay waste to entire regions.
Combat Stats
- Melee
- club +20/+15/+10 (2d6+10/19-20), bite +15 (2d6+5 plus grab), claw +15 (1d8+5 plus grab)
- Ranged
- rock +10 (2d8+15)
- Space
- 15 ft.
- Reach
- 15 ft.
- Defensive Abilities
- multiple minds
- Racial Modifiers
- +4 Perception
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
All-Seeing Attacks — A jotund troll can make nine additional attacks of opportunity in a round, one for each head, although no more than a single attack for any given opportunity.
Cacophonous Roar — Once every 1d4 rounds as a standard action, a jotund troll can emit a cacophonous roar from its nine heads. All creatures within a 60-foot spread of the troll must make a DC 20 Will save or become confused for 1d4 rounds. This is a mind-affecting effect. The save DC is Charisma-based and includes a +4 racial bonus.
rock throwing (120 ft.)
swallow whole (4d6+15 bludgeoning, AC 21, 21 hp)
Feats
Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Critical (club), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.
You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
When using the weapon you selected, your threat range is doubled.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Skills
Climb +29, Perception +26
- Type
- Humanoid
- Alignment
- CE
- Size
- Huge
- Environment
- cold hills or mountains
- Organization
- solitary or war party (1 jotund troll plus 2-5 hill giants or 3-12 ogres)
- Treasure
- standard (club, other treasure)
- Senses
- all-around vision, low-light vision, scent; Perception +26
- Languages
- Giant
- Source
- Bestiary 3