Free interactive D&D 5e SRD stat block

Troll Limb

Small Giant, CR 1/2, AC 13, 14 HP. Chaotic Evil.

Small Giant, Chaotic Evil

AC
13
Initiative
+1 (11)
HP
14 (4d6)
Speed
20 ft.
ScoreModSave
STR 18 +4 +4
DEX 12 +1 +1
CON 10 +0 +0
INT 1 -5 -5
WIS 9 -1 -1
CHA 1 -5 -5
Senses
Darkvision 60 ft.; Passive Perception 9
Languages
None
CR
1/2 (XP 100; PB +2)

Traits

Regeneration. The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't regenerate.

Troll Spawn. The limb uncannily has the same senses as a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away.

Actions

Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (2d4+4) Slashing damage.

How to run Troll Limb

A troll limb is the encounter that happens after the troll fight ends without fire or acid. The party hacked off an arm with a longsword, kept fighting the body, and walked away three rounds later thinking the corridor was clear. Then the arm starts dragging itself toward them. Run the limb as a horror beat first and a combat threat second.

Mechanically the limb is a small Giant with 14 HP, AC 13, walk 20 ft., Darkvision 60 ft., and a single Rend attack at +6 for 9 average slashing. It is not going to win a fight. What it does is regenerate 5 HP at the start of each of its turns, and it dies only if it starts a turn at 0 HP without regenerating. Acid or Fire damage shuts off Regeneration for one turn. Without that, every PC swing just resets the timer. A wizard with a Fire Bolt cantrip ends the limb in two rounds. A barbarian with no fire option fights it forever.

The placement is the encounter. Have the limb crawl out of a sack a player slung over their shoulder, drop from a chandelier where it has been clinging, or wait under the bed at the inn the party booked after the fight. Troll Spawn means the limb shares the parent troll's senses, so it knows where the party is, and a 1-in-12 chance per limb of becoming a full Troll after 24 hours means an unlucky party finds a CR 5 monster in their stable. Roll the d12 in the open the morning after.

The limb does not retreat. It does not feel pain. It will keep crawling until burned. If the party leaves it in a closet and runs, the closet has a Troll in it next session.

Describe the limb's first move with one specific image: a finger twitching, a tendon flexing, a stump dragging across stone. The horror is the silence before the rolling resumes.

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.
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