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Ice Troll

Ice Troll

  Ice trolls have all the meanness and hunger of other trolls. Their hearts radiate extreme cold, to the detriment of other nearby creatures.  

Ice Troll Hearts

  An ice troll's heart remains cold even after the troll's destruction. As long as the troll can't regenerate, its heart can be safely removed from its remains, handled, and kept. An ice troll's heart, once removed, becomes a harmless tiny object with AC 13, 4 Hit Points, and Immunity to all Damage except Fire Damage. For the next 24 Hours, the heart has the following Magical Properties:  
  • A creature that eats the heart gains the ability to regenerate for the next 24 Hours, regaining 5 Hit Points at the start of each of its turns. If the creature takes acid or fire damage, this trait doesn't function at the start of its next turn. The creature dies only if it starts its turn with 0 Hit Points and doesn't regenerate.
  • If buried in the ground under a foot or more of earth, the heart melts away and summons a blizzard like that created by the Control Weather spell. It takes 10 minutes for the heart to melt and the blizzard to form. The blizzard lasts for 8 Hours.
  • Hags or a similar creature can perform a ritual that turns the heart into a Magical Talisman that acts like a patch of Brown Mold. This effect lasts until the heart is destroyed.
  • A creature proficient with Alchemist's Supplies can squeeze enough residual fluid out of the heart to mix with other alchemical ingredients, creating one Potion of Resistance (Cold). It takes 1 Hour to create this potion.

Basic Information

Anatomy

Giant, Ice Troll:

Additional Information

Perception and Sensory Capabilities

  • Darkvision 60ft, and
  • Passive Perception 12

Civilization and Culture

Major Language Groups and Dialects

Ice Troll by forgottenrealms.fandom
Genetic Ancestor(s)
Origin/Ancestry
Giant (Troll)


Cover image: Ice Troll by forgottenrealms.fandom

Ice Troll CR: 8 (3,900XP)

Large giant, chaotic evil
Armor Class: 16 (Natural Armour)
Hit Points: 115 (10D10+60)
Speed: 30 ft

STR

18 +4

DEX

8 -1

CON

22 +6

INT

7 -2

WIS

9 -1

CHA

7 -2

Skills: Perception +2.
Damage Immunities: Cold.
Senses: Darkvision 60ft, and Passive Perception 12.
Languages: Troll, and Giantish.
Challenge Rating: 8 (3,900XP)

Cold Aura

While it's alive, the troll generates an aura of bitter Cold that fills the area within 10 feet of it. At the start of the troll's Turn, all nonmagical flames in the aura are extinguished. Any creature that starts its Turn within 10 feet of the troll takes 10 (3D6) Cold Damage.    

Keen Smell

The troll has Advantage on Wisdom (Perception) Checks that rely on smell.    

Regeneration

The troll regains 10 Hit Points at the start of each of its Turns. If the troll takes Acid or Fire Damage, this Trait doesn't function at the start of its next Turn. The troll dies only if it starts its Turn with 0 Hit Points and doesn't Regenerate.  

Actions

Multiattack

The troll makes Three Attacks: One with its Bite and Two with its Claws.    

Bite

Melee Weapon Attack: +7 To Hit, Reach 5ft, One Target. Hit: 7 (1D6+4) Piercing Damage plus 9 (2D8) Cold Damage.    

Claw

Melee Weapon Attack: +7 To Hit, Reach 5ft, One Target. Hit: 11 (2D6+4) Slashing Damage plus 9 (2D8) Cold Damage. If the target takes any of the Cold Damage, the target must Succeed on a DC 15 Constitution Saving Throw or have Disadvantage on its Attack Rolls until the end of its next Turn.

Comments

Author's Notes

The Original Article from Icewind Dale Rime of The Frost Maiden (WoTc)


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