Dice
spiked-mace gambler of the troll warband
Dice — The Encounter
spiked-mace gambler of the troll warband · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Dice
Dice earned its name in the warband's brutal games of chance, where trolls wager loot and limbs on the roll of carved bone. It fights the way it gambles: all in, swinging a spiked mace and trusting its regenerating flesh to cover a bad bet. The march-grimoires describe Dice taking a wound that would fell an ox just to land a second blow, then laughing as the gash sealed shut. In the warband it is the wild card, the troll the others let off the leash when the line needs unpredictable violence. Acid and fire are the only stakes Dice cannot win back.
Run Dice in Sixty Seconds
- Fire or acid then his regeneration stops and the gambler's luck runs out.
- Out-of-reach helps then he burns a turn lobbing a trophy instead of two mace swings.
- Brace for the reroll then a missed swing can come back harder via Press Your Luck.
- Gambler's Swing is once per turn then his huge burst only triggers on one hit a round.
- He never fights alone then expect trolls anchoring the line while Dice runs wild.
Dice
Large giant (troll), chaotic evil
CR 11 · 7,200 XP · GUIDELINERegeneration. Dice regains 15 hit points at the start of its turn. If it takes acid or fire damage, this trait doesn't function at the start of its next turn. Dice dies only if it starts its turn with 0 hit points and doesn't regenerate.
Gambler's Swing. Once per turn when Dice hits with its spiked mace, roll a d6. On a 4-6, the attack deals an extra 9 (2d8) bludgeoning damage as the spikes catch flush.
Press Your Luck. When Dice misses with a mace attack, it can choose to take 5 (1d10) damage to reroll the attack, throwing its whole weight behind a wild second swing. It must use the new roll.
Actions
Multiattack. Dice makes two spiked-mace attacks.
Spiked Mace. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) bludgeoning damage.
Hurled Trophy. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit: 14 (2d8+5) bludgeoning damage as Dice flings a chunk of scavenged iron from its belt.
A troll grins behind a spiked ball-mace, belt heavy with the iron trophies of past wagers.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
A reckless brawler in a small troll mob. Dice swings at the nearest PC, takes the Press Your Luck reroll on misses since the damage barely matters, and lobs a trophy at fleeing targets.
He is the warband's wild card. Gambler's Swing spikes its damage on a good roll, and it spends its near-limitless regeneration to reroll misses on the party's key target. Other trolls hold the line while Dice gambles.
Run him as the warband's loose cannon, never solo. He swings twice, rerolls misses via Press Your Luck, and hopes Gambler's Swing lands flush. Keep him fighting amid the trolls; acid or fire ends the regeneration he leans on.
Put Dice on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Dice?
Natively CR 11 (7,200 XP) at Tier 3. Use the tier table to scale to CR 2 or CR 6.
How does Dice fight alongside the rest of the War Trolls?
He is the warband's wild card. While the steadier trolls hold formation, Dice is let loose to gamble its regenerating body on big, unpredictable swings against the party's most important target.
Should Dice be run as a solo boss?
No. It has no legendary actions and is an elite brawler. Field it with the War Trolls as their reckless loose cannon.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
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