SFS Standard Warp Troll Creature 6

Warp trolls appear in areas where powerful magic or cosmic phenomena tear the fabric of space and time. Perhaps originating from another reality entirely, they find themselves trapped in a universe that's at once confusing to them but filled with delicious prey.

Warp trolls typically stand approximately 15 feet tall and weigh about 1,500 pounds. Their skin is pale green and partially translucent, showing glowing purple veins and the shadows of misshapen organs inside. Each limb has up to a dozen sharp, glass-like spikes that the trolls can detach and throw. A spike removed in this way regrows within the hour.

Warp trolls seem to have an instinctual understanding of Jotun and can learn other languages, but they rarely speak. Noise in general seems to alarm and disturb them, and in combat, they often target the creature making the most noise unless a greater threat presents itself. Unusually for trolls, these creatures possess telepathy with a limited range as well as somewhat complex minds. Getting close enough to communicate telepathically with a warp troll usually means standing within claw's reach, however, and few individuals take such a risk.

Elite Weak Warp Troll Creature 6

Image of a warp troll
Recall Knowledge DC 20 22 23
Humanoid (Society)
Perception +14 (darkvision)
Languages Jotun
Str +5 Dex +2 Con +4 Int +0 Wis +2 Cha +2

AC 23
Fort +16
Ref +13
Will +11
HP 110
Regeneration 15 (deactivated by sonic)
Immunities bleed
Weaknesses sonic 5
Defensive Phase [reaction]; Trigger An enemy scores a critical hit against the warp troll, or the warp troll critically fails a saving throw against a damaging spell; Requirements The warp troll's regeneration hasn't been deactivated; Effect The warp troll's body phases partially out of reality. They become incorporeal until the end of their next turn, gaining resistance 5 to all damage except force and Strikes with the ghost killer weapon property. This resistance is doubled against non-magical damage. The triggering damage is calculated using this resistance.

Speed 25 feet, fly 25 feet (in zero-g only)
Melee [one-action] jaws +17 , Damage 2d8+8 piercing
Melee [one-action] claw +17 (agilereach 10 feet), Damage 2d6+8 slashing
Ranged [one-action] phasic spike +15 (range increment 30 feet), Damage 2d6+8 piercing
Fold Reality [two-actions] The warp troll disappears into a pocket dimension until the start of their next turn. They can reappear in any unoccupied space within 60 feet of their previous location. The warp troll can't Fold Reality again for 1d4 rounds.
Spike Shift A warp troll's phasic spikes shift out of reality until they reach their target, ignoring circumstance bonuses to the target's AC granted by cover.

All Creatures in "Troll"

NameLevelSpoiler
Warp Troll6
Mutant Troll9

Troll

In pre-Gap times, trolls were renowned as vicious killers with the ability to regenerate their flesh, rebounding from nearly any injury and reacting with devastating violence. In the intervening centuries, even more horrifying troll specimens have emerged from the depths of space.