These pipes echo the singing of deceased trolls to enhance healing amidst battle. They have 3 charges that are regained every day at dawn.
You can expend 1 charge and make a DC 13 Charisma (Performance) check to play a troll song. You and any allies within 30 ft. that can hear it restore hit points equal to your Charisma modifier. The bagpipes trollish nature is sensitive to danger: you can only play them like this during combat.
You can use an action on a turn after playing the song to keep on playing it without expending charges or needing to make a check, restoring hit points as above once again.
Finally, the first time in a combat a creature is healed by the pipes, they have a chance of being transformed by the troll's regeneration. Roll 1d6 on the table below to determine the mutation:
1d6 | Effect
1-2 | Little troll arms grow all over your body to grasp at you. Your speed is halved and you have disadvantage on attack rolls for 1 round.
3-4 | Nothing happens.
5 | Your skin turns green and slimy for a day.
6 | The regeneration gives you bulk. You have a +1 bonus to AC and to attack and damage rolls for 1 round.
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