Troll, Frost

Family: Troll

Large giant, chaotic evil

Armor Class 16 (natural armor)
Hit Points 162 (13d10 + 91)
Speed 30 ft.

19 (+4) 12 (+1) 24 (+7) 8 (-1) 7 (-2) 8 (-1)

Skills Stealth +4
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 8
Languages Giant
Challenge 7 (2,900 XP)

Special Traits

  • Regeneration. The frost troll regains 10 hit points at the start of its turn. If the frost troll takes acid or fire damage, this trait doesn’t function at the start of the frost troll’s next turn. The frost troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Winter Camouflage. The frost troll has advantage on Dexterity (Stealth) checks made to hide while in snowy and icy terrain.


  • Multiattack. The frost troll makes two melee attacks, but can use its slam only once.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one or two targets within 5 ft. Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is Large or smaller it must succeed on a DC 15 Strength saving throw or be knocked prone.


Adapted to live in desolate, freezing, icy plains and mountains, frost trolls are hulking creatures of thick white fur, nearly invisible in the snow. Driven to near frenzy by hunger, the scarcity of food makes frost trolls the most aggressive, carnivorous and bloodthirsty of all trolls; supplementing their diet with plant matter is not an option in their harsh climate. Food is the fuel that sustains their regeneration, so a frost troll knows it must eat or die. In contrast, frost trolls can actually survive for the longest time without food, burning their accumulated substantial fat reserves as an emergency food source.

Section 15: Copyright Notice

Game Master's Toolbox Ultimate Bestiary: Revenge of the Horde Copyright 2017, Chris Haskins, Nord Games LLC.

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