Skip to content

Sea Troll ~ CR 4

This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.

Sea Trolls are a variation of Trolls

Environment: Any water

Organization: 1-4


Proficiency Score: +5

Large; Neutral/Community; humanoid


Armor Class: 20 (+2 Dex, +4 Natural, -1 Size, +5 Proficiency Score)

Hit Points: 65 (5d8+25)

Speed: 20 feet, Swim 40 feet

Initiative: +2


STRDEXCONINTWISCHA
19 (+4)14 (+2)21 (+5)6 (–2)9 (–1)6 (–2)

Saves: 

  • Fortitude +10
  • Reflex +7
  • Will -1

+1d6 against effects with the magical or supernatural tags

Skills: 

  • Intimidation +5
  • Perception +6

Senses: Passive Perception 16, dark vision 60 feet, scent

Languages: Giant


Regeneration (2, Acid or Fire). A Sea Troll heals 2 hit points per round, at the beginning of its turn, and cannot die as long as this is still functioning. This does not prevent a Sea Troll from gaining the Unconscious condition should its hit points reach 0. If a Sea Troll takes damage with the acid or fire tag, this ability stops functioning for a round. During this round, a Sea Troll cannot heal damage through Regeneration and can die normally. Attack forms that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. A Sea Troll can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and decay normally.

Rend (Claw). If the Sea Troll uses its Claw Strike twice against the same target and at least one of them hits, the target takes 1d6 extra slashing damage.

Actions

Bite. Melee Strike +9/+4/-1 (unarmed, versatile bludgeoning) with 1d8+4 piercing damage.

Claw. Melee Strike +9/+4/-1 (reach 10 feet, unarmed) with 1d6+4 slashing damage.


Equipment

  • Incidental