Sedge Troll
Swamps are common terrain for a troll to make its home in, as a swamp is often isolated from other creatures, and provides abundant food for the creature’s scavenging lifestyle. But over many generations of isolation, sedge trolls have adapted themselves perfectly to life in a swamp, rarely leaving except to forage for supplies in times of crisis.
Lurking Danger The sedge troll is uniquely adapted to thrive in swampy conditions, growing shaggy brown fur which allows them to blend with the moss and offal of swamp water, which also holds tightly the smell of the swamp once they leave. This smell is so natural to a sedge troll that they become capable of tracking anything which moves through the swamp which doesn’t carry the same smell, including traveling merchants and adventurers. These they often observe for a time unnoticed, having adapted to hold their breath for extended periods while lurking just below the surface of dank ponds and on the edge of riverbanks. On a sedge troll does finally attack, fending one off can prove to be incredibly deadly. Not only are they gifted with the same regenerative powers found in all trolls, but they are occasionally able to recover immediately from what would otherwise be devastating injuries. But for those experienced in combat with trolls, the usual tricks of acid and fire will prevent this regeneration entirely, allowing them to be killed quickly before loss of life can grow out of hand.
Sedge Troll
Swamps are common terrain for a troll to make its home in, as a swamp is often isolated from other creatures, and provides abundant food for the creature’s scavenging lifestyle. But over many generations of isolation, sedge trolls have adapted themselves perfectly to life in a swamp, rarely leaving except to forage for supplies in times of crisis.
Armor Class | 15 (natural armor) | ||
---|---|---|---|
Hit Points | 10d10+50 | ||
Speed | 30 ft. | ||
Strength | 18 (+4) | ||
Dexterity | 13 (+1) | ||
Constitution | 20 (+5) | ||
Intelligence | 7 (-2) | ||
Wisdom | 9 (-1) | ||
Charisma | 7 (-2) | ||
Skills | Stealth d20+4 | ||
Senses | Darkvision 60 ft. | Passive Perception 9 | |
Languages | Giant | ||
Challenge | 6 (2300 XP) | ||
Special 1 | Hold Breath | The troll can hold its breath for up to 10 minutes | |
Special 2 | Keen Smell | The troll has an advantage on Wisdom (Perception) checks that rely on smell | |
Special 3 | Recovery | If the troll takes damage that would reduce it to 0 hit points that are not acid or fire damage, | the troll makes a Constitution saving throw |
with a DC equal to half the damage or 10, whichever is higher. | If the troll succeeds on the saving throw, it instead takes no damage, | as its wounds quickly heal | |
Special 4 | Regeneration | The troll regains 10 hit points at the start of its turn. | If the troll takes acid or fire damage, |
this trait does not function at the start of its next turn. | The troll dies only if it starts its turn with 0 hit points and doesn't regenerate | ||
Action 1 | Multiattack | The troll makes two attacks: one with its bite and one with its claws | |
Action 2 | Bite | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d6+4 piercing damage | ||
Action 3 | Claw | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d6+4 slashing damage |
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