SFS Standard Mutant Troll Creature 9

Mutant trolls come into the Universe kicking and screaming, barely aware of their surroundings. They bite and claw at anyone who comes near, though no one knows for sure how they come into existence. They take shelter in broken-down reactors and hazardous waste dumps throughout the galaxy. Sometimes, mutant trolls puzzle together bits of tech to craft themselves a jetpack or rocket pod for propulsion to escape these sites and seek gory pleasures elsewhere.

These trolls vary greatly in appearance, but they tend to have droopy skin and hair, a side effect of their twisted regenerative powers. One of the few things mutant trolls love is to bask in the glow of a broken reactor system. They take rapturous joy in the feel of radiation washing over their skin—they speak to themselves in hushed tones about ancient kin who filled their bodies with so much radiation that they acquired primal magic powers.

Elite Weak Mutant Troll Creature 9

Image of a mutant troll
Recall Knowledge DC 24 26 27
Humanoid (Society)
Perception +18 (darkvision)
Languages Common, Jotun
Skills Athletics +21, Crafting +16, Intimidation +19, Junk Lore +13, Piloting +13
Str +6 Dex +0 Con +4 Int +1 Wis +3 Cha -1

AC 26
Fort +21
Ref +16
Will +16
HP 178
Regeneration 20 (deactivated by cold or electricity)
Immunities acid, radiation
Weaknesses cold 10, electricity 10
Reactive Strike [reaction]

Speed 25 feet
Melee [one-action] jaw +21 , Damage 2d10+10 piercing
Melee [one-action] claw +21 (agilereach 10 feet), Damage 2d6+10 slashing
Mauling Flurry [two-actions] Frequency once per round; Effect The mutant troll makes two claw Strikes against one target without increasing their multiple attack penalty. If both Strikes deal damage, the troll can attempt a jaw Strike against that target with the normal multiple attack penalty.
Mutated Split [three-actions] Frequency once per day; Effect The mutant troll rips themself apart into two separate Large-sized entities, sharing one fractured sentience between them. While in this form, the mutant troll halves share a communal Hit Point pool and have 4 actions to share between them on their turn. If both halves are included in an area of effect, they must both attempt saving throws, taking the worse result, but only taking damage once.
Reforming Merge [one-action] (manipulate) Requirements The mutant troll halves are adjacent to each other; Effect The mutant troll halves re-form into a single entity.
Splurting Slime [two-actions] Requirements The mutant troll is in its Mutated Split form, and both halves are within 30 feet of each other; Effect The duplicated beings spray mutated flesh and organs toward each other, absorbing most of the pieces but raining down acidic viscera on any creatures caught in the 10-foot-wide line between them. These creatures take 8d8 acid damage with a DC 27 Reflex save. The troll can't use Splurting Slime again for 1d4 rounds.
Critical SuccessThe creature is unaffected.
SuccessThe creature takes half damage.
FailureThe creature takes full damage and is sickened 1.
Critical FailureThe creature takes double damage and is sickened 2.

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.