Troll, Quick

Family: Troll

Large giant, chaotic evil

Armor Class 16 (natural armor)
Hit Points 175 (13d10 + 104)
Speed 60 ft., swim 40 ft.

25 (+7) 16 (+3) 26 (+8) 8 (-1) 9 (-1) 4 (-3)

Skills Athletics +10, Perception +2
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 8 (3,900 XP)

Special Traits

  • Amphibious. Quick trolls can breathe both air and water.
  • Keen Smell. Quick trolls has advantage on Wisdom (Perception) checks that rely on smell.
  • Poison Skin. A quick troll’s skin contains a powerful poison. Any time the creature touches another creature, the creature takes 10 (3d6) poison damage.
  • Regeneration. Quick trolls regains 10 hit points at the start of its turn as long as it is at least partially submerged in water; strong rainfall also allows the troll’s regeneration to function. If the troll takes acid, fire, or lightning damage, this trait doesn’t function at the start of the troll’s next turn. The troll only dies if it starts its turn with 0 hit points and doesn’t regenerate.


  • Multiattack. Quick trolls make three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 10 (3d6) poison damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage plus 10 (3d6) poison damage.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.