Troll, Jotund
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.
- HP
- 216 (16d8+144); regeneration 10 (acid or fire)
- AC
- 30, touch 7, flat-footed 30 (-1 Dex, +23 natural, -2 size)
- Speed
- 30 ft.
- Init
- +3
- 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.
- BAB
- +12
- CMB
- +24 (+28 grapple)
- CMD
- 33
- Fort
- +16
- Ref
- +6
- Will
- +13 (+17 vs. mind-affecting effects)
- Defensive Abilities
- multiple minds
- Racial Modifiers
- +4 Perception
Weapons: Simple
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)
Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Critical (club), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
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
-
Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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