TROLL, GRAYLarge giant, chaotic evil
DEFENSEArmor Class 15 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 30 ft.
|STR 20 (+5)||DEX 13 (+1)||CON 20 (+5)||INT 7 (-2)||WIS 9 (-1)||CHA 7 (-2)|
STATISTICSSkills Perception +2
Damage Immunities acid
Senses darkvision 60 ft., passive Perception 12
Challenge 6 (2,300 XP)
Acidic Aura. Any creature that starts its turn within 5 feet of the troll must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn. A creature that touches or hits the troll with a melee attack while within 5 feet of it takes 5 (2d4) acid damage.
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 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.
Stone Camouflage. The troll has advantage on Dexterity (Stealth) checks made to hide in stony terrain.
Multiattack. The gray troll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 3 (1d6) acid damage.