False Appearance. While the Underfolk remains motionless under foliage, it is indistinguishable from a large heap of flora.
Siege Monster. The Underfolk deals double damage to objects and structures.
Pure Blood. Underfolk look dirty, but their blood is so pure that it is completely immune to poison, so the Underfolk is immune to both poisoning and poison damage.
Multiattack. The Underfolk makes any two attacks.
Sack. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 5) bludgeoning damage.
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 5) bludgeoning damage.
Grab. The Underfolk grabs any creature within a 10ft radius, putting them in a grapple. If it succeeds, the target is lifted up in the Underfolk's hand and has to complete a DC 14 Constitution saving throw, taking 2d8+5 bludgeoning damage on a failure and half as much on a success. At any point the grappled creature can do a Strength contest to break free from the grapple.
Description
Underfolk, sometimes also called Trollfolk, are a peaceful species of giants who live in dense forests or swamps, isolated foresty hills and plant-filled caves just underground. Underfolk like to settle in murky and humid areas. They like living in isolation in their own small little families, roaming in their territory, gathering and harvesting, living inside houses they build on their own where they sometimes keep pets.
The original mother of the family, sometimes called a Trollmother or Underfolkmother, are the ones who "lead" over the family, always having the moral high ground and tending to be wise. '
Underfolk aren't keen on intruders, but will only attack if they are hostile, if not, the Underfolk like to speak with adventurers and other creatures, trading and talking with eachother.
Underfolk appear as large burly humanoids with large noses, small eyes and long hair, they wear leather clothing and carry large sacks that contain what they gather from their journeys. Underfolk have their own language, which is a dialect of Common, the two languages are mutually intelligible by most creatures who know Common. Some Undercommon speakers can also understand it.
Underfolk names include such names such as Molgo, Nono, Lode, Snosi, Evert etc.
IRL Stuff:
Underfolk are based on Trolls in Norse folklore.
Underfolk names are either real Scandinavian names or Giant-y sounding names or humurous sounding names with a lot of o's in them.
Lair and Lair Actions
An Underfolk home is a large house made of different materials depending on where it is located. Inside there are shelves, a table and chairs as well as a large cooking pot. Most homes have a separate room or a basement, where food storage and beds for the inhabitors is located.
Underfolk homes are in the most isolated and hard to reach areas of wherever the home is located, as the Underfolk want to stay alone in their homes.
Lair Actions:
- (Main Area only): An Underfolk uses grab on a creature, if it succeeds, it can use a bonus action to trap the creature within a little birdcage in the house, location is decided by the DM.
- (Basement/Second Room only): An Underfolk uses a bonus action to trap 3 or less creatures using a barrel. The targets must succeed on a DC 11 Dexterity saving throw, if it fails, the creature is restrained within the barrel.







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