Troll, Steppe (Shaman)

Family: Troll

Large giant, lawful neutral

18 (+4) 8 (-1) 17 (+3) 9 (-1) 13 (+1) 8 (-1)

Armor Class 16 (chain mail)
Hit Points 68 (8d10 + 24)
Speed 30 ft.
Skills Animal Handling +4, Insight +4, Perception +4
Senses passive Perception 14
Languages Giant, Ledean
Challenge 5 (1,800 XP)

Special Traits

  • Keen Sight. The steppe troll has advantage on Wisdom (Perception) checks that rely on sight.
  • Regeneration. The steppe troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The steppe troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Spellcasting. The shaman is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The shaman has the following druid spells prepared:


  • Staff. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The shaman wields its staff with two hands, and cannot do so while mounted.


A favorite trick of the steppe troll shaman is to use fog cloud to hide a group of mounted warriors, who then burst forth when enemies are near. A second favorite trick is an empty fog cloud, with the warriors hiding elsewhere, against enemies who expect the first trick.


Each of the steppe troll clans has at least one shaman who serves as spiritual leader, and occasionally as chieftain. Although trained in the traditional weapons of its people, these shamans usually carry ornately decorated but stout staves of a polished dark wood, often with at least one skull dangling from the top, which are both symbols of their position and can be swung with devastating effect in battle.

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