Troll, Cave

Family: Troll

Large giant, chaotic evil

Armor Class 15 (natural armor)
Hit Points 95 (9d10+45)
Speed 30 ft.

20 (+5) 12 (+1) 20 (+5) 7 (–2) 9 (–1) 7 (–2)

Damage Resistances fire; non-magical arrows, sling stones, and crossbow bolts.
Skills Perception +1
Senses darkvision 60 ft., passive Perception 11
Languages Giant
Challenge 6 (2,300 XP)


  • Sharp Senses. Cave trolls have advantage on Wisdom (Perception) checks when it relies on its keen sense of smell.
  • Regeneration. A cave troll regains 6 hit points at the start of each of its turns. If it takes damage from acid or fire, it does not use its regeneration on its next turn. The cave troll can only be killed if it starts its turn with 0 hit points and doesn’t regenerate that turn.


  • Multiattack. The cave troll makes one bite and two claw attacks.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d10+5) slashing damage.
  • Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6+5) slashing damage.
  • Spiked Stone Club. Melee Weapon Attack: +8 to hit, one target. Hit: 16 (3d6+5) piercing damage.


The cave, or greater troll, is similar to other trolls in basic appearance and hide color. However, the cave troll is slightly larger and has a thicker and more muscular build. The greater troll stands 10 feet tall. The greater troll oozes a sticky substance from its skin that retards flame.

Cave trolls can attack with their natural weapons but are more likely to use a large two-handed weapon suited to their size, such as clubs, spiked clubs, hammers, etc.

They possess all the standard abilities of regular trolls. The hide of a cave troll is so thick, that non-magical small-sized ranged attacks such as arrows, sling stone, and crossbow bolts, have no effect.

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