rpg—rules

monster

Troll Limb

Small Giant, Chaotic Evil

Armor Class
13
Hit Points
14 (4d6)
Challenge rating
1/2
CHA
1 (-5)
CON
10 (+0)
DEX
12 (+1)
INT
1 (-5)
STR
18 (+4)
WIS
9 (-1)

Small Giant, Chaotic Evil

AC 13 · Initiative +1 (11)

HP 14 (4d6)

Speed 20 ft.

Ability Score Mod Save
Str 18 +4 +4
Dex 12 +1 +1
Con 10 +0 +0
Int 1 −5 −5
Wis 9 −1 −1
Cha 1 −5 −5

Senses Darkvision 60 ft.; Passive Perception 9

Languages None

CR 1/2 (XP 100; PB +2)

Traits

Regeneration. The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn’t function on the limb’s next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn’t regenerate.

Troll Spawn. The limb uncannily has the same senses as a whole troll. If the limb isn’t destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away.

Actions

Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4 + 4) Slashing damage.

Source · SRD 5.2.1 · page 333