Zantar Claws
Level 2 Solo Large giant
H60
STR+ INT-
Thick black Troll Blood.
Heavy armor. When crit by a melee weapon the weapon gets stuck in the Trolls body (DC 11 STR or DEX save to pull free). Taking fire or radiant damage supresses Thick black Troll Blood for 1 turn.
Deck the halls.
Your attacks can't miss bloodied enemies.
After each hero's turn, choose one.
- •Raking Claw.
Move 6, then strike for 2d4+5. On Damage: Grappled (escape DC 11).
- •X-Mess.
(a grappled target) rip and tear with both claws to deal 1 Wound, then throw them up to 5 spaces. (They take 12 dmg).
- •Ho Ho Ho (1 Use).
(enemies within reach 10) DC 11 WIL or 2d4+10 psychic, half on save.
BLOODIED:
At 30 HP Ho Ho Ho recharges.
LAST STAND:
Zantar is dying! 20 more damage and he dies. Until then only fire, radiant or crits can harm him.
A brutish figure in a thick coat stands before you in the snow. The coat is red and dripping..
remixed from Angor the Mad Troll