Charge. If the troll moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 15 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. While in sunlight, the troll has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The troll makes three melee attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 4) piercing damage. If the target has already been hit by a claw attack but not by a bite attack during this round, it must make a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much on a successful one.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Stomp. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone creature. Hit: 14 (3d6 + 4) bludgeoning damage.