Free interactive D&D 5e SRD stat block

Troll

Large Giant, CR 5, AC 15, 94 HP. Chaotic Evil.

Large Giant, Chaotic Evil

AC
15
Initiative
+1 (11)
HP
94 (9d10+45)
Speed
30 ft.
ScoreModSave
STR 18 +4 +4
DEX 13 +1 +1
CON 20 +5 +5
INT 7 -2 -2
WIS 9 -1 -1
CHA 7 -2 -2
Skills
Perception +5
Senses
Darkvision 60 ft.; Passive Perception 15
Languages
Giant
CR
5 (XP 1,800; PB +3)

Traits

Loathsome Limbs. 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 1 Exhaustion level 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 Fire 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.

Actions

Multiattack. The troll makes three Rend attacks.

Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 11 (2d6+4) Slashing damage.

Bonus Actions

Charge. The troll moves up to half its Speed straight toward an enemy it can see.

How to run Troll

A troll is a CR 5 puzzle wearing 94 HP and three claws. The puzzle is Regeneration: 15 HP back at the start of every turn, and the only way to switch it off for a round is fire or acid damage. Players who don't carry torches or alchemist's fire learn the rule the hard way, which is the entire reason this monster exists in the bestiary.

Open with Charge. The Bonus Action gives the troll half its Speed straight at an enemy, and Multiattack puts three Rend at +7 (11 average each, 33 on a full hit) into reach 10 ft. Pick the squishiest target in line of sight and run at them. Trolls are Int 7 and lean on instinct, so they go for whoever's in robes or whoever just hit them hardest. Don't bother with flanking or held actions. The troll closes, swings, and keeps swinging until something burns it.

Loathsome Limbs is your turn-three swing trait. While Bloodied, a turn where the troll takes 15+ slashing severs a limb that drops into its space and acts immediately after the troll's turn as a separate Troll Limb. The troll picks up an Exhaustion level for each missing limb, but the player who brought the slashing build now has another body on the field to deal with. Slashing-heavy parties get punished for their build choice; bludgeoning parties skip the trait entirely. Telegraph this once at the table so the wizard with fire bolts knows why the fighter is suddenly fighting a forearm.

Trolls don't retreat unless something is keeping them on fire. They eat the dead either way. When the players finally drop one, describe the wounds smoking shut for a full round before they go still. The first time a player thinks they killed a troll and watched it stand back up is a moment they tell the rest of the table about for years.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →