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.
Sunlight Weakness. While in sunlight, the shadow troll has disadvantage on attack rolls, ability checks, and saving throws.
Innate Spellcasting. The jungle Troll spellcasting ability is Wisdom (spell save DC 13). The Jungle Troll can innately cast the following spells, requiring no material components:
2/day each: Confusion burst
Shield
3/day each: shadow mirror (self only)
Witch Bolt
Evan's Black Tentacles
Etheric Step: Troll enters the Ethereal Plane from the Material Plane, or vice versa.And can travel it movement unseen.
Multiattack. The troll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 50 piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 75 (2d6 + 4) slashing damage.
Description
Fearsome Dark greenish- purple giants, trolls eat anything they can catch and devour. The necromantic energy present in Chults lands, have give the Trolls some innate magic abilities. Only acid and fire can arrest the regenerative properties of a troll’s flesh.
The Etheric Hag of Chult, summoned the Trolls to her, and altered them.
Previous Versions
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8/15/2020 9:13:25 PM
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9/19/2020 2:56:52 AM
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