Homebrew
Keen Smell. The jungle troll has advantage on Perception checks that rely on smell. Regeneration. The jungle 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. Jungle Camouflage. The jungle troll has advantage on Stealth checks made to hide in foliage.
Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +6 1d20+6 to hit, reach 5ft, one target. Hit: 7 (1d6+4) 1d6+4 piercing damage. Claw. Melee Weapon Attack: +6 1d20+6 to hit, reach 5ft, one target. Hit: 11 (2d6+4) 2d6+4 slashing damage. Drop. If a jungle troll is positioned within the canopy above a target within a 10ft radius, it may choose to drop on top the target as a bonus action, knocking them prone. The target must succeed a Dexterity saving throw contested by an Acrobatics check from the troll; if the target fails, they are knocked prone as the troll drops on top of them.
Jungles