Gegnir
Level 20Attacks
Abilities
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
This monster can see in all directions simultaneously and therefore can't be flanked.
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction. Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster. Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.
Gegnir has nine heads, and he can use regeneration to regrow a head that is severed from an effect like a vorpal weapon. After regaining Hit Points from regeneration, the jotund troll attempts a DC 8 flat. On a success, one missing head is fully restored; on a critical success, two missing heads are fully restored. If Gegnir loses his last remaining head, he dies immediately.
A jotund troll gains an extra reaction per round for each of their heads beyond the first, which they can use only to make Attacks of Opportunity with their jaws or to Fast Swallow. They can't use more than 1 reaction for the same triggering action, even if a creature leaves several squares within their reach, and the jotund troll must use a different head for each Attack of Opportunity they make. Whenever one of the jotund troll's heads is severed, the troll loses 1 of their extra reactions per round.
Gegnir emits a cacophonous roar from all his heads with a mystical power that distorts the listener's mind. Each non-troll creature within 100 feet must attempt a DC 42 will save. Gegnir can't use Cacophonous Roar for 1d4 rounds. Critical Success The creature is unaffected and is temporarily immune to Cacophonous Roar for 24 hours. Success The creature is Stupefied 1 for 1 round. Failure The creature is Confused for 1 round. Critical Failure The creature is confused for 1d4 rounds.
Trigger Gegnir Grabs a creature with his jaws Effect Gegnir uses Swallow Whole.
Gegnir's intestines slither back into his body, pulling a creature Grabbed by his intestines toward himself. Gegnir rolls an athletics check against the creature's Fortitude DC. With a success, he pulls the creature into an adjacent space, and if he critically succeeds he can also make a jaws Strike against the creature after the pull.
A creature hit by Gegnir's intestine becomes Grabbed. The creature isn't Immobilized, but it can't move beyond the reach of Gegnir's intestine. A creature can sever the intestine with a successful Strike against AC 41 that deals at least 20 slashing damage. This deals no damage to Gegnir but prevents him from using his intestine Strike until he regrows his intestine, which takes 1 minute.
Gegnir makes a number of jaws Strikes up to his number of heads, each against a different target. These attacks count toward the troll's multiple attack penalty, but the penalty doesn't increase until after he makes all of these attacks.
Claw A Rend entry lists a Strike the monster has. Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. Effect The monster automatically deals that Strike's damage again to the enemy.
Medium, (4d12+10) bludgeoning damage, Rupture 40 The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed. A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space. Effect: Engulf and Swallow Whole If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Description
Jotund trolls are gigantic, nine-headed horrors who prowl frigid moors, marshes, and wastelands, always alone and always enraged. While each of the jotund troll's nine heads possess their own brains and senses, they work much more in tandem than the dual-minded nature of the two-headed troll. Despite this, the heads often argue and bicker, particularly over which head gets to eat. The fact that all nine maws lead to the same shared stomach makes little difference in such culinary disagreements.
Prevailing wisdom holds that the jotund troll represents a primordial, if not original, shape and design for the first trolls to plague the world, arising from a mythical realm in the Great Beyond known as Jotungard. This sprawling domain, said to be nestled in a remote reach of Elysium, is the legendary home of the deities of giant-kind. Whether the jotund troll was created in Jotungard to plague the Material Plane as punishment or challenge, or if it's merely an evocative legend told by scholars, is unknown. In any case, the jotund trolls themselves likely care little.