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 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.
Stench. Any creature that starts its turn within 5 feet of the troll must succeed on a DC 16 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.
Hold Breath. The troll can hold its breath for 15 minutes.
Corrosive Attacks. If the troll hits a target, they will be unable to heal for one round.
Multiattack. The troll makes three attacks: one with its bite and two with its claws. If both of the claw attacks hit the target the target is grappled (escape DC 15). The troll can instead make two swipes of it's Great club.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 7 (2d6) acid damage
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus and the target must make a DC 16 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Greatclub. Melee Weapon Attack: +11 to hit, reach 10ft. cone. Hit: 17 (2d8 + 7) bludgeoning damage for up to 3 targets in front.
Corrosive magic. Any non-magical attack against this creature has to roll a 1d6. On a 6, the non-magical item is destroyed.
Lair and Lair Actions
Description
Corrosive Cave Trolls are a wild and secluded type of troll. They are rarely seen outside of a cave system, and have evolved due to corrosive properties located in the cave. This evolution has allowed them to prevent those they attack from healing and some trolls even claim they can't eat their prey unless they've been corroded.
Lair Actions
Losing all ties to initiative, the Lair of the corrosive troll can be called upon by the troll to do one of the following effects once per round.
- Gaseous fumes pore out from the cave, those caught within have to make a DC 15 Constitution saving throw or take 1d8 acid damage. On success they take no damage. Anyone caught in this attack will be unable to heal until the next round.
- Corrosive Acid can be picked up and thrown at a single target. The target makes a DC 16 Dexterity saving throw or become grappled by the acid. Taking 2d8 acid damage at the start of their turn or until they break out of the acidic glue. The target will be unable to heal during the duration of this attack.
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Posted Aug 9, 2024love dis monster but can you make it so that it shots more acid.