Rancid Degeneration. At the end of each of the troll’s turns, each creature within 10 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.
Undetection. The Troll can t be detected by and Magical means and can be seen while not moving
Multiattack. The troll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage.
Eye Rays. The spectator shoots up to one of the following magical eye rays at random at a creatures it can see within 90 feet of it.
- Confusion Ray. The target must succeed on a DC 15 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
- Paralyzing Ray. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Wounding Ray. The target must make a DC 15 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
- Fire two rays at to diffirent creature.
Description
Lair and Lair Actions







Comments