MM'14 p291, MM'25 p310
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 Troll. Otherwise, the limb withers away.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1 + 4) bludgeoning damage.
Born with horrific appetites, trolls eat anything they can catch and devour. They have no society to speak of, but they do serve as mercenaries to orcs, ogres, ettins, hags, and giants. As payment, trolls demand food and treasure. Trolls are difficult to control, however, doing as they please even when working with more powerful creatures.
Regeneration. Smashing a troll's bones and slashing through its rubbery hide only makes it angry. A troll's wounds close quickly. If the monster loses an arm, a leg, or even its head, those dismembered parts can sometimes act with a life of their own. A troll can even reattach severed body parts, untroubled by its momentary disability. Only acid and fire can arrest the regenerative properties of a troll's flesh. The trolls, enraged, will attack individuals making acid and fire attacks against them above all other prey.
Troll Freaks. Their regenerative capabilities make trolls especially susceptible to mutation. Although uncommon, such transformations can result from what the troll has done or what has been done to it. A decapitated troll might grow two heads from the stump of its neck, while a troll that eats a fey creature might gain one or more of that creature's traits.



Arctic, Forest, Hill, Mountain, Swamp, Underdark
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