Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains hit points equal to the damage it dealt during its last turn at the start of its turn. If it did less than 15 damage, then it regains 15 hit points instead. 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.
Mutations. When the troll regains hit points using its regeneration trait, roll a d6. On a 5-6, the troll mutates. Roll a d4. The troll gains the effect correlating to the result:
- The troll grows one head.
- The troll grows one arm.
- The troll grows one tendril.
- The troll's legs grow longer, increasing its speed by 5 feet.
Folds of Skin. The troll has massive folds of thick skin due to its age. The skin provides an extra layer of protection to the troll, having AC 20 (natural armor) and 42 hit points. The skin has resistance to all damage except for bludgeoning, piercing, and slashing damage dealt by magical weapons and force damage. While covered by the skin, it has total cover, but can still see. The Regeneration trait also applies to the skin, and regenerates damage equal to the damage dealt by the troll itself.
If the skin is destroyed, it regenerates after 1d4 hours.
Innate Spellcasting. The troll's innate spellcasting ability is Constitution (spell save DC 19). It can innately cast the following spells, requiring no somatic or material components:
At will: infestation, gust, poison spray, primal savagery
3/day each: goodberry, inflict wounds, [spell[haste[/spell]
1/day each: vampiric touch (at 5th level), inflict wounds (at 5th level), blight (at 5th level), cloudkill
Bane of Giants. The troll deals double damage to other giants.
Loathsome Limbs. Whenever the troll takes at least 8 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
1–6: One leg is severed from the troll if it has any legs left.
8–14: One arm is severed from the troll if it has any arms left.
15-18: One tendril is severed from the troll if it has any tendrils left.
19–20: The troll is decapitated.
A severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 15 and 43 hit points, and has blindsight with a range of 30 ft.
A severed leg is unable to attack and has a speed of 10 feet.
A severed arm has a speed of 10 feet and can make one claw attack on its turn, with a -2 penalty on the attack roll. Each time the troll loses an arm, it loses a claw attack.
A severed tendril has a speed of 10 feet and a burrowing speed of 10 feet and can make one tendril attack on its turn, with a -2 penalty on the attack roll. Each time the troll loses a tendril, it loses a tendril attack.
If its head is severed, the troll loses its bite and booming voice attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space. It can also make a booming voice attack.
The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed.
After one turn, the troll's limbs grow back, and the severed limbs remain as they are. The troll may take a bonus action to send a message to its limbs. When it does so, the limbs will try to attach themselves to the troll as quickly as possible if they can sense the troll with blindsight. Arms and tendrils will attempt to carry severed heads. When doing so, they lose their attack.
If a body part is within 10 ft. of the troll, it may take an action to reattach it to its body (both the troll and the body part may do so). The troll gains temporary hit points equal to the hit points of the severed limb and gains the attacks of the severed limb. All attack roll penalties that the limb possessed disappear.
If the troll has two or more heads, then it gains the following trait:
Two Heads. The troll has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, stunned, and knocked unconscious.
Grasping Tendrils. Each tendril the troll possesses can be attacked (AC 20; 10 hit points; damage immunities and resistances of the troll plus immunity to psychic damage). Destroying a tendril deals no damage to the troll, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Stench. Any creature that starts its turn within 10 feet of the troll must succeed on a DC 18 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the troll's Stench for 24 hours.
Spread Essence. Each turn as a bonus action, the troll touches a willing creature of its choice within 10 feet of it. The creature gains a trait of the troll of the troll's choice, provided it did not have the exact same trait before.
Multiattack. The troll makes a varied number of attacks: one with its bite for each of its heads, one with its claws for each of its arms, one with its tendrils for each of its available tendrils, one with its booming voice for each of its heads (if recharged), one with its whirlwind of claws (if recharged), and one with its reel (if it has any creatures grappled.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 3) piercing damage and 6 (1d12+2) necrotic damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (8d6 + 4) slashing damage and 6 (1d12+2) necrotic damage.
Booming Voice (Recharge 4-6). The hideous voice of the troll booms in a 120-foot radius. All creatures in that area must make a DC 19 Constitution saving throw, taking 18 (6d6 + 4) necrotic damage and be frightened of the troll and any other trolls for 1 minute. On a success, the creature only takes half the damage and is not frightened.
Creatures within 30 ft. of the troll must make a DC 20 Constitution saving throw or be deafened for 1 minute.
A frightened creature can repeat the saving throw on each of their turns, ending the effect early on a success.
This action is not impeded by any effects that induce silence (such as silence). Any ongoing effects that induce silence inside the range of this action end.
Whirlwind of Claws (Recharge 5–6) (Only usable is the troll has three or more arms.) Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 22 (4d10+3) slashing damage multiplied by the number of arms the troll possesses on a failed save, or half as much damage on a successful one.
Tendril. Melee Weapon Attack: +13 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the troll can't use the same tendril on another target.
Reel. The troll pulls each creature grappled by it up to 25 feet straight toward it.
Focus Skin. When an attack roll against the troll succeeds and it has its skin, it may use its reaction to choose from the following choices:
- The troll only has three-quarters cover and the area where the attack was aimed has an AC of 23. The attacker must reroll their attack roll.
- The troll only has half cover and the area where the attack was aimed has an AC of 27. The attacker must reroll their attack roll.
- The troll loses its cover, and the area where the attack was aimed has an AC of 30. The attacker must reroll their attack roll.
Abecsi can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Abecsi regains spent legendary actions at the start of its turn.
Claws. The troll makes two attacks with its claws.
Tendrils. The troll makes two attacks with its tendrils and makes one reel attack if it has any targets grappled.
Feral Boost (Costs 3 Actions). The troll recharges all of its attacks and uses one of them.
Spellcast (Costs 2 Actions). The troll casts one of the following spells: infestation, gust, poison spray, primal savagery
Description
Fearsome green-skinned giants, trolls eat anything they can catch and devour. Only acid and fire can arrest the regenerative properties of a troll’s flesh.
Abecsi is an extremely old troll, claimed to be one of the first. It has superiority over other trolls, and most trolls and even some giants recognize and respect the troll's power. It is the only known troll to have ever to consume something as brittle and hard as a roper, and the only known troll to have ever consumed ropers, as they frequently grow in Abecsi's lair.
He commands a large network of evil giants and fey, serving as mercenaries to others at the exchange of power.
One of the ancient troll's passions is to give birth, often doing so by amalgamating parts of his body (which grow back extremely quickly) into young trolls. The trolls often feed on Abecsi, and most of his spawn become dire trolls.
Lair and Lair Actions
Abecsi's lair is a massive cave system within the mountains of the Yiu'l Gu-te. The ceilings are high, giving room for Abecsi and its spawn to move around, play, eat, and fight one another. The caves are filled with a disgusting stench, coming from the lack of cleaning. The center of the complex where Abecsi dwells is the skeleton of a Tarrasque that Abecsi and his underlings slayed.
Groups of trolls, hags, and evil giants pass through regularly. Groups are almost always accompanied by a hag, as they know the magic to enter the complex.
While fighting Abecsi in his lair, his challenge rating becomes 24 (62,000 XP).
Madness of Abecsi
If a creature goes mad in Abecsi's lair or while it can see the troll, it gains a form of indefinite madness. Roll on the Madness of Abecsi table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness.
D6 | FLAW (LASTS UNTIL CURED) |
---|---|
1 | "Gluttony is a virtue." |
2 | "Eat-I must EAT!" |
3 | "Cutting pieces of myself off is a pleasure. They are like my children." |
4 | "I am scared of harm that might come to me. I must find a way to restore my health - and eating living creatures is a perfect way to do so." |
5 | "The more limbs something has, the more trustworthy they are." |
6 | "I must provide food to trolls, especially Abecsi." |
Lair Actions
On initiative count 20 (losing initiative ties), Abecsi can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
- Abecsi stomps the ground, causing the ceiling to shake. Stalactites fall. Any creature in the same room as Abesci must make a DC 23 Dexterity saving throw or take 21 (6d6) piercing damage or 21 (6d6) bludgeoning damage (creature's choice) and be knocked prone on a failure. A successful saving throw results in the creature taking half the damage rounded down, and not being knocked prone. Roll 1d20 to determine how many piercers fall from the ceiling. The piercers act as an ally of Abecsi.
- Abecsi casts wall of stone, requiring no somatic or material components.
- Abecsi casts wall of sand, requiring no somatic or material components.
- Abecsi and his allies mutate. Roll 1d6 to determine the effect that takes place:
-
Abecsi's Mutation D6 MUTATION (PERMANENT) 1 Abecsi and his allies grow an additional head. They gain the following trait if they have two or more heads:
Two Heads. The creature has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
2 Abecsi and his allies grow two extra arms. They gain a multiattack action. The multiattack allows one attack for each arm and any other attacks they originally had. 3 Abecsi and his allies' legs grow to enormous lengths. Their speed increases by 15 feet. 4 Abecsi and his allies grow sharp teeth and claws. They gain the following actions (if they already have his action, then their attacks increase in damage equal to the specified damage in the following attacks):
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 24 (8d6 + 4) slashing damage.
5 Abecsi's and his allies' skins harden, and their AC increases by 2. 6 Abecsi and his allies grow two tendrils. They gain the following attack:
Tendril. Melee Weapon Attack: +13 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the troll can't use the same tendril on another target.
Regional Effects
The region containing Abecsi's lair is warped by his presence, which creates one or more of the following effects:
- The area within 3 miles of the lair is filled with rotten stench and the smell of blood.
- Every hour, roll a d6 to determine wandering monsters. The monsters are allies of Abecsi.
-
Wandering Monsters D6 MONSTERS 1 1d8 trolls 2 1d4 dire trolls 3 1d8 ropers 4 1d6 onis 5 1d6 abominable yetis 6 1d4 spirit trolls -
7 1d6 rot trolls 8 1d4 gray renders 9 1d4 frost giant everlasting ones -
10 1d6 bheur hags 11 1d6 frost giants 12 1d6 annis hags - If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Abecsi table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.
- The region is supernaturally cold. Each hour, non-fey, non-giant, non-monstrosity creatures must make a DC 21 Constitution saving throw. On a failure, the creature takes 7 (2d6) cold damage and has disadvantage on attack rolls and ability checks that require smell, sight, and touch for one hour. An affected creature may make the saving throw again every 10 minutes, ending the effects early on a success and taking 7 (2d6) cold damage on a failure.
- Once every 60 feet within 1 mile of the lair, 10-foot-high stalactites and stalagmites made of ice rise from the ground and dangle from the ceiling. Any creature or object that touches the ice takes 7 (2d6) cold damage, though it can take this damage no more than once per round.
If Abecsi dies, these effects fade over the course of 1d10 days.
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I LOVE THIS
thats alot of detail awsome monster!