Huge Giant, Neutral Evil
Armor Class 20 Natural Crystal Armour
Hit Points 200 (16d10 + 40)
Speed 30 ft.
STR
24 (+7)
DEX
10 (+0)
CON
26 (+8)
INT
8 (-1)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws STR +11, CON +12
Skills Athletics +10, Perception +2
Damage Vulnerabilities Acid
Damage Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Poison
Condition Immunities Blinded, Petrified, Poisoned
Senses Blindsight 60ft, Tremorsense 200ft, Passive Perception 18
Languages Common, Giant
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 20 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

Legendary. This creature has 2 legendary actions points

Actions

Multiattack. The troll makes three attacks: one with its bite and two with its fists.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:15 (3d6 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 8) slashing damage.

Rock/Tree. Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Throw. Special Melee Attack:  reach 15 ft., one target. The Troll must make a grapple attack against one unwilling creature of medium or smaller size. As part of the same action the grappled creature can be thrown up to 60 feet in a random direction. If the target hits a solid surface it takes 3 (1d6) bludgeoning damage for every 10 feet it travelled. The creature must make a dexterity saving throw (DC17) or be knocked prone. The grappled creature can instead be thrown at another creature using the following profile:

Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 16 (2d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Legendary Actions

Shine: (Costs 1 legendary action point) The crystals suddenly burst with unnatural light. All creatures within 10 feet must make a constitution saving throw (DC15) or be blinded. Enemies affected by this ability can make a constitution saving throw at the end of their turn. On a successful save it is no longer blinded

Crystal Magic: (Costs 1 legendary action point) The troll's regeneration ability can act as normal even if the troll took fire or acid damage before its next turn

Magic Mirror: (Costs 2 legendary action point) The troll can reflect the last spell it was effected by

Harden: (Costs 2 legendary action point) The troll braces and hardens itself increasing its AC by +2 and gaining resistance to magical damage untill the start of the trolls next turn

 

Description

Fearsome dark skinned giants covered in growths of green crystals emmanating an unnatural magic, trolls eat anything they can catch and devour. Only acid and fire can arrest the regenerative properties of a troll’s flesh. Denizens of the underground and dark places in the world, these trolls are completely blind but use other senses to hunt prey. Acid has proven especially effective at damaging the crystal growths.

Habitat: ForestUnderdark

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