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Troll, Rust

Large giant, chaotic evil

Armor Class 18 (natural armor, +1 shield)
Hit Points 216 (16d10 + 128)
Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
29 (+9) 13 (+1) 27 (+8) 8 (–1) 9 (–1) 4 (–3)

Saving Throws Dexterity +5, Constitution +12
Skills Intimidation +5, Perception +7
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 17
Languages Giant
Challenge 11 (7,200 XP)

Special Traits

  • Amphibious. Rust trolls can breathe both air and water.
  • Keen Smell. Rust trolls have advantage on Wisdom (Perception) checks that rely on smell.
  • Poison Skin. Rust trolls skin contains a powerful poison. Any time the creature touches another creature, the creature takes 10 (3d6) poison damage.
  • Regeneration. Rust 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.

Actions

  • Multiattack. Rust trolls makes three attacks: one with its bite, one with its gauntlet of rust, and one shield bash.
  • Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) piercing damage plus 10 (3d6) poison damage.
  • Rusting Strike. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) bludgeoning damage. If the target is wearing metal armor (or holding a shield), the armor (or shield, the target’s choice) takes a permanent and cumulative –1 penalty to the AC it provides. Armor reduced to an AC of 10 or a shield that drops to +0 bonus is destroyed. Any nonmagical weapon made of metal that hits the rust troll corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage..
  • Shield Bash. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d4 + 9) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
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.