Rock Troll
Large • Giant • Chaotic Evil
Armor Class 20
Hit Points 126 (12d10 + 60)
Speed 30 ft., climb 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 10 (+0) | 21 (+5) | 8 (-1) | 9 (-1) | 7 (-2) |
Saving Throws Str +9
Skills Perception +3
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13
Languages Giant
CR 10 (XP 5,900, PB +4)

False Appearance. If the troll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the troll move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that it is more than an ordinary rock.
Hardened Skin. The troll has a damage threshold of 10, except against psychic damage.
Loathsome Limbs (4/Day). If the troll ends any turn bloodied and took 15+ slashing damage during that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes a troll limb. The limb acts immediately after the troll's turn. The troll has one level of exhaustion for each missing limb, and it grows replacement limbs the next time it regains hit points.
Regeneration. The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or thunder damage, this trait doesn't function on the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Siege Monster. The troll deals double damage to objects and structures.
ACTIONS
Multiattack. The troll makes two Claw attacks.
Claw. Melee Weapon Attack: +9, reach 5 ft. Hit: 27 (4d10 + 5) slashing damage.
Bulldoze (Recharge 5-6). The troll moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the troll enters a creature's space, the creature is subjected to the following effect. Strength Saving Throw: DC 17. Failure: 31 (4d12 + 5) bludgeoning damage, and the target is pushed to an adjacent unoccupied space and knocked prone. Success: Half as much damage and is pushed to an adjacent unoccupied space.
BONUS ACTIONS
Stone Dust Spit (Recharges after a Rest). Constitution Saving Throw: DC 17, each creature in a 15-foot cone. Failure: The target is blinded until the end of its next turn.
Rock Troll
Large • Giant • Chaotic Evil
Armor Class 19
Hit Points 85 (9d10 + 36)
Speed 30 ft., climb 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 10 (+0) | 19 (+4) | 8 (-1) | 9 (-1) | 7 (-2) |
Saving Throws Str +7
Skills Perception +2
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 12
Languages Giant
CR 7 (XP 2.900; PB +3)

False Appearance. If the troll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the troll move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that it is more than an ordinary rock.
Hardened Skin. The troll has a damage threshold of 5, except against psychic damage.
Loathsome Limbs (4/Day). If the troll ends any turn bloodied and took 15+ slashing damage during that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes a troll limb. The limb acts immediately after the troll's turn. The troll has one level of exhaustion for each missing limb, and it grows replacement limbs the next time it regains hit points.
Regeneration. The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or thunder damage, this trait doesn't function on the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Siege Monster. The troll deals double damage to objects and structures.
ACTIONS
Multiattack. The troll makes two Claw attacks.
Claw. Melee Weapon Attack: +7, reach 5 ft. Hit: 20 (3d10 + 4) slashing damage.
Bulldoze (Recharge 5-6). The troll moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the troll enters a creature's space, the creature is subjected to the following effect. Strength Saving Throw: DC 15. Failure: 23 (3d12 + 4) bludgeoning damage, and the target is pushed to an adjacent unoccupied space and knocked prone. Success: Half as much damage and is pushed to an adjacent unoccupied space.
BONUS ACTIONS
Stone Dust Spit (Recharges after a Rest). Constitution Saving Throw: DC 15, each creature in a 15-foot cone. Failure: The target is blinded until the end of its next turn.
Rock Troll
Large • Giant • Chaotic Evil
Armor Class 21
Hit Points 172 (15d10 + 90)
Speed 30 ft., climb 30 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 10 (+0) | 23 (+6) | 8 (-1) | 9 (-1) | 7 (-2) |
Saving Throws Str +11
Skills Perception +4
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
Languages Giant
CR 13 (XP 10.000; PB +5)

False Appearance. If the troll is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the troll move or act, that creature must succeed on a DC 15 Intelligence (Investigation) check to discern that it is more than an ordinary rock.
Hardened Skin. The troll has a damage threshold of 10, except against psychic damage.
Loathsome Limbs (4/Day). If the troll ends any turn bloodied and took 15+ slashing damage during that turn, one of the troll's limbs is severed, falls into the troll's space, and becomes a troll limb. The limb acts immediately after the troll's turn. The troll has one level of exhaustion for each missing limb, and it grows replacement limbs the next time it regains hit points.
Regeneration. The troll regains 15 hit points at the start of each of its turns. If the troll takes acid or thunder damage, this trait doesn't function on the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Siege Monster. The troll deals double damage to objects and structures.
ACTIONS
Multiattack. The troll makes two Claw attacks.
Claw. Melee Weapon Attack: +11, reach 5 ft. Hit: 39 (6d10 + 6) slashing damage.
Bulldoze (Recharge 5-6). The troll moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the troll enters a creature's space, the creature is subjected to the following effect. Strength Saving Throw: DC 19. Failure: 45 (6d12 + 6) bludgeoning damage, and the target is pushed to an adjacent unoccupied space and knocked prone. Success: Half as much damage and is pushed to an adjacent unoccupied space.
BONUS ACTIONS
Stone Dust Spit (Recharges after a Rest). Constitution Saving Throw: DC 19, each creature in a 30-foot cone. Failure: The target is blinded until the end of its next turn.
QUICK REFERENCE
Habitat
- Rocky badlands, quarries, or mountainous terrain
- Collapsed ruins or ancient fortresses filled with rubble and debris
- Underdark or similar underground caverns
Behavior
- Remains completely still for long periods, mimicking boulders to ambush prey
- Displays crude territorial instincts, smashing structures to debris and rubble
- Treats severed limbs as disposable tools, sometimes throwing or leaving them behind without concern
Information (Intelligence Check)
- DC 14 Perception: The troll can hard to distinguish from a rock and boulders while remaining motionless
- DC 16 Athletics: Its body shrugs off weaker blows entirely, requiring heavy hits or psychic force to damage it effectively
- DC 18 Arcana: Contrary to other trolls acid and thunder damage disrupts its regeneration
Combat
- Opens combat from ambush, using its false appearance to gain initiative advantage and surprise
- Uses Bulldoze only when it needs to reposition, can hit multiple targets, or throw a foe into dangerous terrain (such as off a cliff)
- Simply focuses what foe it can reach and smash with its Claw attacks
- Uses Stone Dust Spit to blind clustered enemies before closing in
- Continues fighting aggressively even when dismembered, treating lost limbs as expendable while regeneration restores them later
Loot Ideas
- Hardened troll hide fragments that can be fused and crafted against armor to make them damage-resistant
- Regenerative tissue samples that can be used to craft potions of healing or vitality
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
