Huge Fey, Typically Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 50 ft.
STR
22 (+6)
DEX
15 (+2)
CON
21 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws WIS +9, CHA +8
Skills Arcana +18, Athletics +13, Perception +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from Spells
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 20
Languages Giant, Sylvan
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Regeneration. The bridge troll regains 20 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 10 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points.

Spellcasting.  the bridge troll's spellcasting ability is [Intelligence] (spell save DC 19, +11 to hit with spell attacks).  The bridge troll has the following spells prepared:

Cantrips (at will): Toll the Dead, Thaumaturgy , Light   

1st level (4 slots): Alarm, Comprehend Languages, Detect Magic, Identify

2nd level (3 slots): Detect Thoughts, Locate Object, See Invisibility

3rd level (3 slots): Counterspell, Dispel Magic, Tongues

4th level (2 slots):  Locate Creature

5th level (1 slots):  Legend Lore

Actions

Multiattack. The bridge troll makes one Bite attack and four Claw attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Whirlwind of Claws (Recharge 5–6). Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Sentinel March.  While on their bridge, a bridge troll can use a bonus action to move up to its movement without provoking attacks of opportunity, even through enemy squares, so long as they are on the troll's own bridge.

Reactions

Pushback. When a creature of large size or smaller misses the bridge troll with a melee attack, the bridge troll can use its reaction to shove that creature 10 feet back in a straight line, if the creature does not make a DC 21 Strength saving throw.

Legendary Actions

The bridge troll can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The bridge troll regains spent legendary actions at the start of its turn.

Claw. The troll makes two claw attacks.

Bite. The troll makes one bite attack.

Grab & Toss (Costs 2 Actions). The troll grapples a medium or smaller creature within 5 feet and throws them to land 15 feet away and prone.  Opposed grapple check (Athletics).  If the grabbed creature fails to evade the grapple, they are thrown 15 feet in a direction of the troll's choice, taking 13 (3d8) bludgeoning damage and be knocked prone.

Description

Bridge trolls are not necessarily evil, they are opportunists looking to profit from a bottleneck they have identified as worthy of exploitation.  Bridge trolls generally barter in good faith, and try to come to reasonable terms based on what they think is fair for any given toll payor.  They prefer not to resort to violence, but many who wish to cross a bridge troll's bridge do not wish to pay, or simply attack them on sight as a monster to be slain.  In these cases, the troll is a dangerous and tenacious foe who fights furiously to defend its rightful territory.

In the Feywild, most successful bridge trolls really do own their bridge, and/or have permission to toll it, legally.  

Monster Tags: fey

Habitat: ArcticForestHillMountainUnderdark

Adzemon

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