Small giant, chaotic evil · CR 1/2 · new in the 2024 rules (SRD 5.2)
Armor Class
13
Hit Points
14 (4d6)
Speed
20 ft.
Challenge
1/2 (100 XP)
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
10 (+0)
1 (-5)
9 (-1)
1 (-5)
Senses
darkvision 60 ft., passive Perception 9
Languages
None
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.
The troll limb isn’t in the 2014 SRD 5.1; this is its stat block from the SRD 5.2. For the 2014 version of its kin, see the Troll.
How many troll limbs for a fight?
A troll limb is worth 100 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many troll limbs fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
1st
2
3
4
2nd
4
6
8
3rd
6
9
12+
4th
10
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the troll limb compares at CR 1/2
Against the 33 other challenge 1/2 monsters in the SRD 5.1, the troll limb has more hit points than 3 of them, which makes it one of the frailest at its CR. See every CR 1/2 monster.