Two-Headed Troll
Large natural humanoid
Level 10 Elite Brute XP 1000

Initiative +5        Senses Perception +7
HP 264; Bloodied 132
Regeneration 10 (if the troll takes acid or fire damage, regeneration does not function until the end of its next turn)
AC 25; Fortitude 27, Reflex 19, Will 20
Saving Throws +2
Speed 6
Action Points 1

Claw (standard, at-will)

Reach 2; +13 vs AC; 3d6+7 damage.

Smackdown (immediate reaction, when an enemy moves into a position that flanks the two-headed troll, at-will)

The two-headed troll targets one creature flanking it; +11 vs Fortitude; the target is knocked prone.

Double Actions

A two-headed troll rolls initiative twice, gets two turns during a round, and has a full set of actions (standard, move, minor) on each turn. Each set of actions corresponds to a different head. The troll’s ability to take immediate actions refreshes on each of its turns.

Dual Brain

At the end of its turn, the two-headed troll automatically succeeds on all saving throws against the dazed and stunned conditions and against charm effects that a save can end.

Troll Healing Healing

If the troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points.

Alignment Chaotic evil        Languages Giant
Str 24 (+12)      Dex 10 (+5)      Wis 14 (+7)
Con 22 (+11)      Int 6 (+3)      Cha 10 (+5)

Equipment: hide armor .


Published in Dungeon Magazine 161, page(s) 45, 60, 68.