Troll, Jotund

This immense green-skinned brute wields a tree branch for a club and has nine heads, each filled with jutting teeth and tusks.

Jotund Troll CR 15

XP 51,200
CE Huge humanoid (giant)
Init +3; Senses all-around vision, low-light vision, scent; Perception +26


AC 30, touch 7, flat-footed 30 (-1 Dex, +23 natural, -2 size)
hp 216 (16d8+144); regeneration 10 (acid or fire)
Fort +16, Ref +6, Will +13 (+17 vs. mind-affecting effects)
Defensive Abilities multiple minds; Immune confusion and insanity effects


Speed 30 ft.
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.
Special Attacks all-seeing attacks, cacophonous roar, fast swallow, rock throwing (120 ft.), swallow whole (4d6+15 bludgeoning, AC 21, 21 hp)


Str 31, Dex 8, Con 29, Int 10, Wis 17, Cha 6
Base Atk +12; CMB +24 (+28 grapple); CMD 33
Feats Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Critical (club), Improved Initiative, Lightning Reflexes, Power Attack, Vital Strike
Skills Climb +29, Perception +26; Racial Modifiers +4 Perception
Languages Giant


All-Seeing Attacks (Ex)

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 (Su)

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 19 Will save or become confused for 1d4 rounds. This is a mind-affecting effect. The save DC is Charisma-based.

Multiple Minds (Ex)

A jotund troll has nine different minds that are in constant communication with each other. The resulting jumble of tangled thoughts grants the troll a +4 racial bonus on all Will saving throws against mind-affecting effects. In addition, whenever a jotund troll must make a Will save, it can roll the saving throw twice and take the better of the two results as its actual saving throw.


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)

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.

Variant: Troll, Jotund, Grendal (CR 15)


This massive creature in the shape of a man moves beyond the pale and is obviously the result of some unnatural birth for every nail, claw-scale and spur, every spike on its brutish body is like barbed adamantine. These solitary creatures are consumed with such self-loathing that they tend to attack sites which are popular as social gatherings; they especially enjoy killing and eating revelers. They are greedy, grasping creatures but are also sometimes motivated by revenge against imagined slights. They are particularly prone to destruction if their slumbering is disturbed.

Regeneration 10 (grapple or pinned); this replaces a jotund troll’s normal regeneration.

Hardness 20.

Aura of Trepidation (Su)

Any creature within 60 ft. of a grendal must make a successful Will save (DC 19) or be inflicted with the panicked or cowering condition (the grendal’s choice) for 5d6 rounds. A successful save results in the subject being shaken for 1 round and is immune to that grendal’s aura of trepidation for 24 hours. A grendal can “shrug off” this aura and let it enchant a location as a standard action. It can dismiss this and regain its aura as a swift action.

This ability replaces a jotund troll’s cacophonous roar special attack.

Barbed Defense (Su)

A grendal’s hide is covered in think scales like barbed steel. A creature that strikes a grendal with a melee weapon, an unarmed strike, or a natural weapon takes 3d6+10 points of piercing damage from the grendal’s barbs. Melee weapons with reach do not endanger a user in this way.

This ability replaces a jotund troll’s all-seeing attacks special attack.

Susceptibility to Grappling (Ex)

Damage dealt to a grendal while it is grappled or pinned ignores the creature’s hardness, damage dealt to it while it is grappled deals +50% damage and suppresses the creature’s regeneration.

This weakness replaces all of a jotund troll’s defensive abilities and immunities.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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