GavergashCreature 14
Source Pathfinder #219: Lord of the Trinity Star
Perception +25 (darkvision)
Languages Jotun
Skills Arcana +25, Athletics +28, Crafting +25, Intimidation +26, Occultism +25, Survival +24
Str +8, Dex +5, Con +7, Int +5, Wis +4, Cha +6
AC 35 26 plus all-around vision after Shed Armor; Fort +29; Reflex +25; Will +26;
HP 320 (regeneration 25 (deactivated by electricity or fire)
Speed 30 feet
Weaknesses Fire 10, Electricity 10
Resistances Cold 15, Mythic 14
Jaws
+28 (+23, +18) to hit (reach 10, unarmed) 3d12+14 PiercingClaw
+28 (+24, +20) to hit (agile, reach 10, unarmed) 3d8+14 SlashingBec de Corbin
+31 (+26, +21) to hit (magical, razing, reach 15, shove, versatile b) 3d8+14 PiercingRemove a Condition
(concentrate)Cost 1 Mythic Point
Effect Gavergash ends one condition affecting him.
Regeneration 25 (Deactivated by Electricity or Fire)This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Furious Roar
Trigger The troll warleader takes electricity or fire damage
Effect The warleader uses their Primordial Roar and, if they're aware of the damage's source, can Stride toward it. If the warleader has persistent fire damage, they attempt a DC 15 flat to remove it.
Mythic Resilience (Will)The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.
Awaken Totem
(arcane, mental, visual)Requirements Gavergash is adjacent to a totem
Trigger Gavergash used a previous action this round to cast a spell
Effect Gavergash makes a melee Strike against one of the totems and destroys it with a smash from his bec de corbin or claw, funneling the residual magic from his recently cast spell into the totem and causing it to burst in an explosion of distracting color. Any non-troll within a 20-foot emanation of the totem must attempt a DC 39 will save.
Critical Success The creature is unaffected and is temporarily immune to Awaken Totem for 24 hours.
Success The creature is unaffected.
Failure The creature is Off-Guard until the end of Gavergash's next turn.
Critical Failure The creature is Confused for 1 minute.
Mythic PowerThe creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.
Primordial Roar
(auditory, emotion, fear, mental)The troll warleader unleashes a bestial roar. Each non-troll creature in a 100-foot emanation must attempt a DC 29 will save. The creature is then temporarily immune for 10 minutes.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 3.
Recharge
(concentrate)Cost 1 Mythic Point
Effect Gavergash regains an expended spell.
Arcane Prepared Spells (DC 39, +31 to hit)
Cantrips (7th Level): Electric Arc, Figment, Frostbite, Shield, Telekinetic Projectile
1st Level: Enfeeble, Fear, Illusory Object, Sure Strike
2nd Level: Blood Vendetta, Blur, See the Unseen, Stupefy
3rd Level: Earthbind, Haste, Slow
4th Level: Confusion, Fly, Weapon Storm
5th Level: Impaling Spike, Toxic Cloud
6th Level: Phantasmal Calamity, Vibrant Pattern
Long-lived trolls sometimes force their way through the twin distractions of hunger and pain to learn more about the world around them. To manage their regeneration, they learn to cover themselves in crude armor that slowly becomes integrated with the top layer of their flesh. Marked by this armor and aided by their superior wits, these warleaders gather a variety of trolls to serve them in raiding parties.
The warleader presented here is a forest troll, but warleaders can be other types of trolls as well. Many of them are adapted to battle tactics that are best suited to their home environments.
Slavering, cruel, invincible brutes: this is the villager's stock description for the dread monsters known as trolls. The roots of these stories are undoubtedly true. Trolls' flesh endlessly regrows, going so far as to sprout aberrant limbs or additional heads if not pruned, and a bottomless hunger is required to feed such unfettered growth. Even in the process of glutting themselves, however, trolls find opportunities to taunt their prey and inflict petty cruelties.
A troll's ability to survive is so strong that they believe even the smallest scrap of flesh will slowly regenerate into a new form, suffering as all the powers of the land are gathered to revive them. Despite the pain, trolls speak of this unassailable vitality as a blessing from their creator. Few trolls have heard the laughter of demons who claim that creator cursed the trolls and cast them down from lofty heights, binding them so they could never rise again.
Trolls prefer to remain solitary, keeping every scrap of food for themselves. In rare instances, an old and powerful troll comes to lead groups of trolls. Such warleaders possess enough cunning to lead their hordes in devastating raids and massacres, and their presence permanently alters the surrounding ecosystem. This link to their environment is an often misunderstood aspect of trollkind, and grows more acute with a troll's age and power. That's not to say trolls are valorous protectors of nature. They're vicious and territorial, and will blight their own territory forever if it means more to eat for a day.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
ColdEffects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
GiantGiants are massive humanoid creatures.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
MythicOptions with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.
Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.
Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.
Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.
TrollTrolls are giant, brutish creatures and are well known for transforming into inanimate materials.