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.
Sunlight Sensitivity. The troll has disadvantage on attack rolls while in sunlight.
Innate Spellcasting. The troll can cast the following spells: (Flame Strike, Fear, and Healing Word) once per day.
Multiattack. The troll makes three attacks: one with its bite and two with its claws or it can replace one attack with its quarterstaff.
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.
Quarterstaff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 4) bludgeoning damage and 8 force damage.
Occult Wave: All targets take 12 force damage and have disadvantage on savings throws for 3 turns.
Description
In the Underdark, the trolls which dwell there are smarter and more sophisticated than the rest of their kin, and they have communities who primarily worship three gods, one of war, one of craft, and one of knowledge. These trolls are rare in the multiverse and in the worlds where they do appear, they are a menace due to their alliances they strike with species that share their interests. Their communities range in size from about 300 to as many as several thousand individuals. They prefer to eat humans and use weapons that suit their strength and on occasion use siege weapons.







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