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, 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.
Multiattack. The troll makes three attacks: One with its bite, and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 9) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 9) slashing damage.
Melee Weapon Attack: +18 to hit, reach 10 ft, Main Hand +4 Cutlass of dread (1d6 +9)
Melee Weapon Attack: +18 to hit, reach 10 ft, Off Hand +4 Dagger of Vipers Bane (1d4 +9) Poison (Serpent Venom: A Creature subjected to this poison must succeed on a DC 11 Con save or take 10 +3D6 poison damage, or half as much damage on a successful save.
Once reduced to 5 HP Barnacle Bill will attempt to call pirate reinforcements and withdraw from battle. He must make a Will Save of 15 or higher.
Barnacle Bill can shape-change three times per day and assume the image of anyone he has come in contact with in the last 24 hours, to include attacking adventurers absorbing their feats and skills for 3 rounds. (Standard Action)
Description
Fearsome blueish Gray-skinned giants, trolls eat anything they can catch and devour. Only acid and fire can arrest the regenerative properties of a troll’s flesh.
Lair and Lair Actions
When attacked in Pirates Cove Barnacle Bill can summon a Phantasmal pirate ship to bring 4 undead Zombies into the fray once every 3 rounds of combat. (Standard Action)
While onboard his ship the "Dread Cutter" Barnacle Bill can summon loose work lines to attempt to subdue his enemies for 3 rounds of combat, a Dex Check of 15 or higher negates this ability freeing his target. (Standard Action)
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