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Mythic Troll

This giant humanoid has massive tusks, warty green hide sprouting bone spikes, and forearms thicker than its meaty legs.

Mythic Troll CR 6/MR 2

XP 2,400
CE Large humanoid (giant, mythic)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8

DEFENSE

AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 79 (6d8+52); regeneration 5 (acid or fire, see primal vigor)
Fort +11, Ref +4, Will +3
Defensive Abilities primal vigor; DR 5/epic

OFFENSE

Speed 30 ft.
Melee bite +9 (1d8+6), 2 claws +9 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks feral savagery (rend), mythic power (2/day, surge +1d6), rend (2 claws, 1d6+9 plus bleed 5 plus feral savagery)

STATISTICS

Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +4; CMB +11; CMD 23
Feats Intimidating Prowess, Iron Will M, Skill Focus (Perception)
Skills Intimidate +10, Perception +8
Languages Giant

SPECIAL ABILITIES

Primal Vigor (Su)

If a mythic troll takes damage during a round, its regeneration increases by 5 at the start of its next turn, to a maximum of 25. If the troll is at full hit points at the start of its turn, its regeneration decreases by 5, to a minimum of 5. Damaging the troll with acid or fire only partially suppresses its regeneration.

On its turn following this damage, the troll regenerates only half the normal number of hit points (for example, a troll with regeneration 15 would heal 7 hit points) and can die normally on that round.

ECOLOGY

Environment cold mountains
Organization solitary or gang (2–4)
Treasure standard

A mythic troll’s skin is nearly as hard as stone, with bony growths, ornamental head spikes, and oversized teeth adding to its already grotesque visage.

Variant Mythic Trolls

Ice Troll (CR 5/MR 2)

A mythic ice troll gains bleed 5 (when it uses rend), feral savagery (rend), and primal vigor as its mythic abilities.

Jotund Troll (CR 18/MR 7)

A mythic jotund troll gains bleed 5 (with bite), block attacks, feral savagery (full attack), fortification, ferocity, immunity to acid and cold, and primal vigor.

Moss Troll (CR 4/MR 1)

A mythic moss troll gains ferocity and primal vigor as its mythic abilities.

Rock Troll (CR 7/MR 3)

A mythic rock troll gains bleed 5 (with rend) and primal vigor. It can expend one use of mythic power as a free action to ignore sunlight petrification for 1 minute.

Scrag (CR 6/MR 2)

A mythic scrag’s primal vigor activates even if it is out of water and would not otherwise be able to use its regeneration ability.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.