Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, the trait doesn't function at the start of the troll's next turn. The troll is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Armored Hull. As an action, a creature of small size may crawl up under the armor and be seated comfortably in the chest cavity. Once inside, All physical attacks made against the protected being inside are redirected towards the monster. Any spell attacks made against the protected being are at disadvantage, however, any spell attacks made against the monster have a chance to effect the protected being on a successful DC18 roll. The being inside may spellcast using spells with only a verbal and somatic component.
Multiattack. The troll makes three attacks: one with its bite and two with its claws.
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.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Description
Once the Dragonpriest Agnon Sa'Tok, he was punished by the Cult of the Dragon for his betrayal of Tiamat in his patronage of the Giant god Vaprak the Destroyer, and was Buried alive inside the Sunless Citadel. Found centuries later by the necromancer Alynwic Turen, he was raised to service using the nightcaller whistle, and encased in umberhulk chitin armor. Alynwic promised him to honor his redemption and put his soul to rest if his service proved useful.
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