Ashfen Troll
Armor Class: 15
Hit Points: 168
Speed: 30 ft., swim 20 ft.
Saving Throws: strength, constitution
Skills: Athletics +8, Perception +3, Survival +3
Damage Resistances: Cold
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: darkvision 60 ft., passive Perception 13
Languages: Giant
Challenge: 8 (3,900 XP)
STR 20 (+5)
DEX 13 (+1)
CON 20 (+5)
INT 7 (-2)
WIS 11 (+0)
CHA 8 (-1)
Traits
- Ashen Regeneration. The troll regains 10 hit points at the start of its turn. If it takes acid or fire damage, this trait does not function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and does not regenerate.
- Cinder Lung. Hot ash vents constantly from vents in the troll's hide. A creature that starts its turn grappled by the troll takes 5 (1d10) fire damage, and the air within 10 feet of the troll is lightly obscured by drifting cinders.
- Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. It can track a wounded creature across a mile of open fen by the scent of blood in wet ash alone.
Actions
- Multiattack. The troll makes one Bite attack and two Claw attacks.
- Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d10 + 5 piercing damage. On a hit, the target is grappled (escape DC 16) if it is Large or smaller and the troll has no other creature grappled.
- Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 2d8 + 5 slashing damage. Hooked, ash-caked talons that rake through hide and mail alike.
- Ash Plume (Recharge 5-6). Hit: 4d10 fire damage. The target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn. It takes half as much damage on a successful one. The troll heaves a gout of scalding ash in a 15-foot cone.
Bonus Actions
- Wallow. The troll sinks into mud, peat, or drifted ash. Until the start of its next turn it has half cover, and the first time it takes fire damage during that period the damage is reduced by 5.
Reactions
- Retributive Sear. The troll ruptures a cinder vent toward its attacker. The triggering creature must succeed on a DC 16 Dexterity saving throw or take 4 (1d8) fire damage and have its regeneration-quenching flames snuffed, granting the troll advantage on its next attack against that creature.