🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Jotund TrollCreature 15


RareHugeGiantHumanoidMutantTrollWood
Source Pathfinder Monster Core 2
Perception +26 (darkvision)
Languages Jotun
Skills Athletics +29, Intimidation +27
Str +8, Dex +4, Con +8, Int -1, Wis +6, Cha +4

AC 35; Fort +31; Reflex +24; Will +23;
HP 360
Speed 30 feet (climb 20 feet)
Weaknesses Electricity 15, Fire 15

Jaws One Action +29 (+24, +19) to hit (reach 15) 3d12+14 Piercing
Claw One Action +29 (+25, +21) to hit (agile, reach 15) 3d10+14 Slashing

All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

Regeneration 40 (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 Reaction

Trigger The jotund troll takes electricity or fire damage


Effect The jotund troll uses their Cacophonous Roar and, if they're aware of the damage's source, can Stride toward it. If the jotund troll has persistent fire damage, they attempt a DC 15 flat to remove it.

Head Regrowth

A jotund troll's regeneration can regrow severed heads. After regaining Hit Points from regeneration, the jotund troll attempts a DC 8 flat. On a success, one missing head is fully restored; on a critical success, two missing heads are fully restored. If a jotund troll loses their last remaining head, they die immediately.

Reactive Heads

A jotund troll gains an extra reaction per round for each of their heads beyond the first, which they can use only to make Reactive Strikes with their jaws or to Fast Swallow. They can't use more than 1 reaction for the same triggering action, even if a creature leaves several squares within their reach, and must use a different head for each Reactive Strike. Whenever one of the jotund troll's heads is severed, the troll loses 1 of their extra reactions per round.

Reactive Strike Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Cacophonous Roar One Action (auditory, emotion, incapacitation, mental, occult, primal)

The jotund troll roars from all their heads, mystically distorting the listener's mind. Each non-troll creature in a 100-foot emanation must attempt a DC 34 will save.


Critical Success The creature is unaffected and is temporarily immune for 24 hours.

Success The creature is Stupefied 1 for 1 round.

Failure The creature is Stupefied 2 for 1 round.

Critical Failure The creature is Confused for 1 round.

Fast Swallow Reaction

Trigger The jotund troll Grabs a creature with their jaws


Effect The troll uses Swallow Whole.

Ravenous Jaws Two Actions

The jotund troll makes a number of jaws Strikes up to their number of heads, each against a different target. These attacks count toward the troll's multiple attack penalty, but the penalty doesn't increase until after the jotund troll makes all of these attacks.

Rend One Action

Claw


A Rend entry lists a Strike the monster has.

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.


Effect The monster automatically deals that Strike's damage again to the enemy.

Swallow Whole One Action (attack)

Medium, (3d12+8) bludgeoning, Rupture 36


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Jotund trolls are gigantic, nine-headed horrors who prowl frigid moors, marshes, and wastelands, often alone and always ravenous. While each of the jotund troll's nine heads possess their own brains and senses, they bicker with each other much less than the heads of a two-headed troll. Yet the heads still argue, particularly over which of them gets to eat. The fact that all nine maws lead to the same shared stomach makes little difference in such culinary disagreements. Many scholars echo a story that jotund trolls resemble the first trolls, titans cast out of Elysium and cursed for their crimes against the gods. The jotund trolls themselves make no claims to such a heritage, however, and those concerned with such matters claim the father of all trolls arose in the Outer Rifts. Individual jotund trolls either begin their life as a common troll or, far more rarely, are born to a jotund troll parent. To the jotund trolls, their nine heads are a crown of rule that marks them as above the natural order and free from its laws.


Towering brutes with slavering jaws and razor-sharp claws, trolls are voracious predators. A connection to the land not only rebuilds their bodies but creates countless varieties of trolls, each a reflection of the terrain that they draw upon. Trolls who migrate into new areas slowly transform as each body part is regenerated, leading to aberrant growth as new flesh tangles with the old.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Giant

Giants are massive humanoid creatures.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Mutant

The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.

Troll

Trolls are giant, brutish creatures and are well known for transforming into inanimate materials.

Wood

Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.