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MM'14 p291, MM'25 p310

Troll CR: 5

Large giant, chaotic evil
Armor Class: 15 (natural armor)
Hit Points: 94 (9d10 + 45)
Speed: 30 ft

STR

18 +4

DEX

13 +1

CON

20 +5

INT

7 -2

WIS

9 -1

CHA

7 -2

Skills: Perception +2
Senses: darkvision 60 ft., passive Perception 12
Languages: Giant
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The troll regains 15 Hit Points at the start of each of its turns. If the troll takes Acid or Fire damage, this trait doesn't function on the troll's next turn. The troll dies only if it starts its turn with 0 Hit Points and doesn't regenerate.

Loathsome Limbs. If the troll ends any turn Bloodied and took 15+ Slashing damage during that turn, one of the troll's limbs is severed, either randomly or a limb that was specifically targeted, falls into the troll's space, and becomes a Troll Limb (Troll Limb (Leg), Troll Limb (Arm), or Troll Limb (Head)). The limb acts immediately after the troll's turn. The troll grows replacement limbs over the course of a long rest or can reattach a limb with an action.
A troll with one leg can only move up to half it's speed, and always has the prone condition with 2 and can crawl with both arms, or crawl at half speed with one. The troll can't move without any limbs.

Actions

Multiattack. The troll makes three attacks: one with its bite and two with its claws, or as many bite attacks as it has heads and as many claw attacks as it has arms.

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.

Bonus Actions

Charge. The troll moves up to half its Speed straight toward an enemy it can see.

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.

Suggested Environments

Arctic, Forest, Hill, Mountain, Swamp, Underdark


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