Keen Smell. The Contortionist Troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The Contortionist Troll regains 15 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.
Squeeze. The Contortionist Troll dislocate their hips and shoulders to allow them to squeeze through a space as narrow as 5 inches wide and/or spaces too narrow for even a Small character to squeeze through. The troll takes 10 bludgeoning damage and the movement is consider to be difficult terrain to slip thru the crack.
Multiattack. The Contortionist Troll makes three attacks: one with its bite and two with its claws; it can replace a bite or claw with a kick attack. It can only use one Fleeing Crush attack.
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. If the target is a Medium or smaller creature, the target must succeed on a DC 16 Strength saving throw or it is Grappled (escape DC 16). Until this grapple ends, the target is restrained, the Contortionist Troll can automatically hit the target with its bite, and the troll can't use one of its claw attacks against other targets. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a Medium or smaller creature, the target must succeed on a DC 16 Strength saving throw or be knocked prone. If the creature is Large or bigger then it has an advantage on the saving throw.
Fleeing Crush. If the Contortionist Troll flee through a small crack using the Squeeze ability with a creature in his claws, then the claw stays on the other side with the creature in its claws. Its body reforms to its normal position as it then begins to try to bring the creature thru the crack placing its other claw on the wall and begins to yank to retrieve the creature.
It uses it action to slam the creature against the wall and attempts to pull the creature thru the sharp wall crack. The creature takes 15 (3d6 + 4) bludgeoning damage and 7 (2d6) piercing damage. The troll must succeed on a DC 18 Strength saving throw to maintain the grapple after this attack, or the force of the attack causes the creature to slip out of the troll's grasp. The muscles of the troll is twisted and weaken so the grapple check for the grappled creature is a DC 14 to escape.
The troll then can make its claw attacks at disadvantage to grapple the target once more. The troll's claw can be attacked and it must make a Strength saving throw (DC 18) or half the damage whichever is higher to maintain the grapple.
The troll can also choose as an action to drop the creature and retreat the claw back thru the crack. A creature reduced to 0 hit points from this attack and is able to be pulled thru on the troll's next turn; in which the creature will take a fail death save from the damage as the body is broken and distorted to pull thru the crack.
Narrow Dodge. When targeted by a melee attack, the Contortionist Troll can take a reaction dislocate, hyperextension, break, and/or bend its body away from the attacker. The attacker has disadvantage on the attack roll. The troll takes 2d4 points of bludgeoning damage.
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.
The Contortionist Troll lives in collapse mines, caves, and/or sewer/water systems and has grown the ability to squeeze through impossible small cracks in walls, floors, and/or ceilings. They have found these collapse abandon areas to be safer than normal dwellings trolls normal inhabit as only tiny and sometimes smaller creatures are the only ones that can squeeze into their entrances unless some force is used to expand these entrances. If adventures come to these small entrances and destroy it to get within their dwellings the troll will rebuild these entrances to only allow a small crack they can get thru. It will make multiple walls with small cracks within his dwelling so that it can have more than one way to cut off sections of its dwelling that only it can get to. This also stops most adventures after breaking down three or more of these walls only to see another to stop and leave the troll alone.
The Contortionist Troll hunts around its dwellings even goes as far to make small hunting blinds were it can hide and watch for prey. It also makes and closes off small caves and/or tunnels so that it can quickly grab prey and squeeze thru the small entrances to slam its prey against the wall to kill it while also protecting itself from attacks from others. Once the target is killed there is no resistance for the meal to be pulled thru the crack to be stored or consume. This makes the small caves and holes filled with bones of previous meals as the entrances are covered in dried blood. If it is caught in a fight were it is going poorly for the troll it will try grab a target and run to hide in one of these holes. The troll then will try to reach thru the small entrance to grab and pick off its attackers one by one by bashing them against the wall.
Loathsome Limbs. Whenever the troll takes at least 20 slashing damage at one time, roll a d20 to determine what else happens to it:
- 1–11: Nothing else happens.
- 12–15: One leg is severed from the troll if it has any legs left.
- 16–19: One arm is severed from the troll if it has any arms left.
- 20: The troll is decapitated, but the troll dies only if it can’t regenerate. If it dies, so does the severed head.
If the troll finishes a short (1 limb or head) or long rest (1+ limb) without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll’s initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll’s Regeneration trait.
- A severed leg is unable to attack and has a speed of 5 feet.
- 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, and it can’t benefit from bonuses to speed.
- A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.
- If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll’s Keen Smell trait. It can make a bite attack but only against a target in its space. The troll body stays active for 2d4 rounds in attempts to reattach its head to its body, otherwise the body will fall prone to begin a short rest to regrow its head.
- If any troll body parts, even not its own, are retrieved then it can replace one of its attacks to replace its limb back at its source.
Previous Versions
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