Keen Smell. The Cultist Troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The Cultist Troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Labyrinthine Recall. The Cultist Troll can perfectly recall any path it has traveled.
Reckless. At the start of its turn, Cultist Troll can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of it's next turn.
Mossy Cape. Cultist Troll wears a mossy and filthy cape that is soaked in water; this provides both good camouflage and partial protection against fire. The mossy cape allows the Cultist Troll to ignore the first 10 points of fire damage from any attack or source.
Multiattack. The Cultist Troll makes five attacks: one with its bite and four times with its claws. If two or more claws hit the same target, the Cultist Troll rends the target, dealing an extra 2d6 slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Command. As an reaction, the Cultist Troll can issue one of these commands, Move, Attack, or Stay. 1d4 of Drakes within 60ft that can hear the Cultist Troll can then take either their movement (Move), attack action (Attack), or dodge action (Stay) in accordance with the issued command. The same Drake cannot be be commanded twice in one round.