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TROLL D&D - GROM "STONE CRUSHER"

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0.16mm layer, 3 walls, 10% infill
0.16mm layer, 3 walls, 10% infill
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2.3 h
1 plate

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Description

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Grom “Stonecrusher”

 The Ancient Mountain Troll

Why this name: "Grom" has a guttural and primitive sound. The title "Stonecrusher" refers to his distinctive weapon and his rocky, moss-covered skin, which makes him almost invisible among the peaks.

Lore and Background 

"Grom is no ordinary swamp troll. Born among the highest and iciest peaks, his flesh has merged with the rock itself, making him a colossus of stone and moss. The runes carved into his base were left by dwarves who once tried, in vain, to drive him from his territory.

He doesn't use swords or axes: a chain tied to a boulder is enough for him to tear down village walls. He is a primordial force of nature, a guardian of the mountain passes who knows no pity for those who invade his misty peaks."

Game Statistics (D&D 5e / 5.5 compatible)

Grom is an elite "Tank" with incredible resilience and area damage.

  • Type: Medium/Large Giant, Chaotic Neutral
  • Challenge Rating (CR): 10

Attributes:

  • STR: 24 (+7) – The brute force of a landslide.
  • DEX: 10 (+0)
  • CON: 22 (+6) – An indestructible resilience.
  • INT: 7 (-2)
  • WIS: 12 (+1)
  • CHA: 7 (-2)

Special Abilities:

  • Rocky Skin: His AC (Armor Class) is 18, thanks to his natural granite skin.
  • Mountain Regeneration: Grom regains 15 Hit Points at the start of each of his turns if he is in contact with stone or earth. If he takes acid or fire damage, this ability does not function on his next turn.
  • Mountain Camouflage: Grom has advantage on Stealth checks when among mountain rocks.

Actions:

  • Multiattack: Grom makes two attacks with his Stone Chain or two claw attacks.
  • Stone Chain: Melee Weapon Attack: +11 to hit, reach 4.5m (thanks to the chain). Damage: 2d12 + 7 bludgeoning damage. The target must succeed on a Strength saving throw (DC 18) or be knocked prone.
  • Ground Slam (Recharge 5-6): Grom strikes the ground with his weapon. All creatures within 3 meters of him must succeed on a Dexterity saving throw (DC 19) or take 6d6 bludgeoning damage and fall prone due to the shockwave.

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