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.
Teleport (recharge 6). The troll, or one of its dismembered parts, magically teleports, along with any equipment it or its part is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the troll can make one claw or one bite attack. If the troll has grappled a player with its claw, or the player is holding a limb, the player must make a 13 constitution saving throw or be teleported with the troll and shunted to the closes open space.
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 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Description
Fearsome green-skinned giants, trolls eat anything they can catch and devour. Only acid and fire can arrest the regenerative properties of a troll’s flesh.
The Blink troll has inherited the characteristics of a Blink Dog by capturing and eating these beasts.
Because of the limited intelligence of the troll, it does not use teleport as a tactical advantage in combat, except to recall severed limbs or to get within range of any foe harming it with fire or acid.
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