Gavergash

Level 14
Creature· coldUniqueLargeRemaster
AC
35
HP
320
Speed
30 ft.
Perception
+25
Fort
+29
Ref
+25
Will
+26
Resistances cold 15, mythic 14
Weaknesses fire 10, electricity 10
Languages jotun
Senses darkvision
Skills athletics +28, intimidation +26, arcana +25, crafting +25, occultism +25, survival +24
Recall Knowledge DC 42 (society)

Attacks

Melee Jaws +28 (reach 10 ft., unarmed), Damage 3d12+14 piercing
Melee Claw +28 (agile, reach 10 ft., unarmed), Damage 3d8+14 slashing
Melee Bec de Corbin +31 (magical, razing, reach 15 ft., shove, versatile-b), Damage 3d8+14 piercing plus 1d6 electricity plus 1d6 fire

Abilities

Remove a Conditioninteraction

Cost 1 Mythic Point


Effect Gavergash ends one condition affecting him.

Regeneration 25 (Deactivated by Electricity or Fire)
Furious Roar

Trigger The troll warleader takes electricity or fire damage


Effect The warleader uses their Primordial Roar and, if they're aware of the damage's source, can Stride toward it. If the warleader has persistent fire damage, they attempt a DC 15 flat to remove it.

Mythic Resilience (Will)

The creature treats its saving throws with the associated save as one degree of success better than it rolled. This is not cumulative with other effects that change their degree of success, like the incapacitation trait (except for rolling a natural 1 or 20). Each time the monster gains mythic resilience, choose one save. The ability should apply to the creature's highest saves first.

Awaken Totem

Requirements Gavergash is adjacent to a totem

Trigger Gavergash used a previous action this round to cast a spell


Effect Gavergash makes a melee Strike against one of the totems and destroys it with a smash from his bec de corbin or claw, funneling the residual magic from his recently cast spell into the totem and causing it to burst in an explosion of distracting color. Any non-troll within a 20-foot emanation of the totem must attempt a DC 39 will save.


Critical Success The creat

Mythic Power

The creature has a pool of 3 Mythic Points, and can spend those Mythic Points for any of the actions it has.

Primordial Roar

The troll warleader unleashes a bestial roar. Each non-troll creature in a 100-foot area must attempt a DC 29 will save. The creature is then temporarily immune for 10 minutes.


Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 3.

Recharge

Cost 1 Mythic Point


Effect Gavergash regains an expended spell.

Long-lived trolls sometimes force their way through the twin distractions of hunger and pain to learn more about the world around them. To manage their regeneration, they learn to cover themselves in crude armor that slowly becomes integrated with the top layer of their flesh. Marked by this armor and aided by their superior wits, these warleaders gather a variety of trolls to serve them in raiding parties.

The warleader presented here is a forest troll, but warleaders can be other types of trolls as well. Many of them are adapted to battle tactics that are best suited to their home environments.


Slavering, cruel, invincible brutes: this is the villager's stock description for the dread monsters known as trolls. The roots of these stories are undoubtedly true. Trolls' flesh endlessly regrows, going so far as to sprout aberrant limbs or additional heads if not pruned, and a bottomless hunger is required to feed such unfettered growth. Even in the process of glutting themselves, however, trolls find opportunities to taunt their prey and inflict petty cruelties.

A troll's ability to survive is so strong that they believe even the smallest scrap of flesh will slowly regenerate into a new form, suffering as all the powers of the land are gathered to revive them. Despite the pain, trolls speak of this unassailable vitality as a blessing from their creator. Few trolls have heard the laughter of demons who claim that creator cursed the trolls and cast them down from lofty heights, binding them so they could never rise again.

Trolls prefer to remain solitary, keeping every scrap of food for themselves. In rare instances, an old and powerful troll comes to lead groups of trolls. Such warleaders possess enough cunning to lead their hordes in devastating raids and massacres, and their presence permanently alters the surrounding ecosystem. This link to their environment is an often misunderstood aspect of trollkind, and grows more acute with a troll's age and power. That's not to say trolls are valorous protectors of nature. They're vicious and territorial, and will blight their own territory forever if it means more to eat for a day.