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, or radiant damage from sunlight, his 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 Hypersensitivity. The troll takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. If a troll dies from sunlight, its corpse turns into stone.
Multiattack. The troll makes three attacks: one with its bite and two with its claws. If both claw attacks hit the same creature, the target takes an extra 9 (2d8) slashing damage and must succeed on a DC 16 Constitution saving throw or be stunned until the end of its next turn.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Description
Cave trolls are larger, more feral versions of the common troll and have adapted to living in the Underdark or underground caves. They only come to the surface, and only at night, to hunt if food is scarce. They hate and fear sunlight, as it burns their skin. The corpse of a cave troll that dies from exposure to sunlight turns to stone.
Previous Versions
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