Troll, Quantum

Source: Starfinder #26: Flight of the Sleepers

CR: 6 XP: 2,400

CE Large humanoid (giant)

Init.: +2 Senses: blindsense (scent) 60 ft., darkvision 60 ft., low-light vision, radiation sense 60 ft. Perception: +13

Defense

HP: 80

EAC: 17 KAC: 19

Fort: +10 Ref: +8 Will: +5

Offense

Speed: 30 ft. (see spooky action)

Melee: bite +14 (1d8+11 P; critical wound [DC 14]) or claw +14 (1d6+11 S; critical wound [DC 14])

Offensive Abilities: spooky action, two-headed maul

Statistics

Str: +5 Dex: +2 Con: +5 Wis: -1 Int: -2 Cha: -2

Skills: Athletics +18, Intimidate +13

Languages: Common

Ecology

Environment: any

Organization: solitary or gang (2–4)

Special Abilities

<p><b>Fast Healing (Ex)</b> A quantum troll exposed to radiation—whether from an attack, a hazard, or other effect—benefits from its fast healing while exposed or for 1 round after a brief exposure, such as an attack.<br/> <b>Spawn Polyp (Ex)</b> If a quantum troll takes a critical hit while its regeneration is functional, a troll polyp (page 61) tears free of the damaged area and lands in an open space adjacent to the troll. This polyp starts with Hit Points equal to the damage the critical hit dealt.<br/> <b>Spooky Action (Su)</b> A quantum troll exists in several possible quantum states at once. It threatens squares within 30 feet of it. In addition, as a move action, it can teleport up to 30 feet to an unoccupied space it can see, or as part of a full action, it can teleport 15 feet. The troll must teleport at least once per round if it can. A creature able to see the invisible, or with blindsight or true seeing, can make an attack of opportunity against the troll when it leaves its space as it teleports if the troll is within reach in its staring space or its arrival space.<br/> <b>Two-Headed Maul (Ex)</b> If a quantum troll hits the same target with two claw attacks or with one claw attack and one bite attack during the same turn, it can attempt another bite attack against that target with a –4 penalty to the attack roll.<br/> <b>Versatile Regeneration (Ex)</b> A quantum troll’s regeneration stops functioning for 1 round only if the quantum troll takes simultaneous damage from more than one energy damage type during the same turn or takes damage of three or more energy types in a given round. If one foe readies an action to attack the quantum troll when another foe does, the two attacks are treated as occurring on the same turn for this ability’s purposes.</p>

Description