AC
14
Initiative
+1 (11)
HP
42
(8d6)
Speed
30 ft.
| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +14 |
| DEX | 16 | +3 | +3 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 11 | +0 | +0 |
| CHA | 1 | −5 | −5 |
Skills
Stealth +5
Resistances
Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses
Blindsight 30ft, Darkvision 60 ft.; Passive Perception 10
Languages
None
CR
3 (XP 700; PB +2)
Traits
Regeneration. The limb regains 10 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn’t function on the limb’s next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn’t regenerate.
Troll Spawn. The limb uncannily has the same senses as a whole troll. If the limb isn’t destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a [Tooltip Not Found]. Otherwise, the limb withers away.
Actions
Rend: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) Slashing damage plus 4(2D4) lightning damage.
Comments