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 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.
Fire in the Blood. Whenever a creature within 5 feet of you hits you with a melee attack, the wound erupts with flame. The attacker takes 2d8 fire damage
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.
Cinder Breath (Recharge 5-6). Exhale a 15-foot cone of smouldering ash. Each creature in that area must succeed on a DC 15 Dexterity saving throw or be Blinded until the end of the Trolls next turn.
Description
Trolls. Fearsome green-skinned giants, trolls eat anything they can catch and devour. Only acid can arrest the regenerative properties of this troll’s flesh.
Spawned by Lightning. A smouldering troll results from a phenomenon in which lightning strikes an unsuspecting, or otherwise, troll. If the creature doesn't die outright its natural regenerative properties keep it alive. Though in excruciating pain as its organs are being constantly burned and regrown. Thin and wispy flames wreathe its body, the fire crackles under their cracked, and blistering skin while the tortured creature billows smoke constantly.
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