Träsktroll
Homebrew, variant of Troll MM p. 291
Swamp Troll CR: 5
STR
18 +4
DEX
13 +1
CON
17 +3
INT
7 -2
WIS
18 +4
CHA
5 -3
Mending. (cantrip) Poison Spray. (cantrip) Cure Wounds. (1st level spell) Detect Magic. (1st level spell) Protection from Poison. (2nd level spell)
Keen Smell. The Swamp Troll has advantage on Wisdom (Perception) checks that rely on smell.
Innate Magic. The Swamp troll knows the cantrips Mending and Poison Spray, as well as the 1st level spells Cure Wounds and Detect Magic, and the 2nd level spell Protection from Poison. For these spells, they use Wisdom as their spell casting ability. The cantrips have unlimited uses, and the other spells can be used up to five times per day. Expended uses are regained after a long rest.
Wild Magic Surge. When a Swamp Troll uses magic there is always a risk of something going awry. Each time they use magic, a d100 is rolled. If the result is 100, roll on the Wild Magic Surge table on p. 104 in Player's Handbook.
Arcane Sight. Swamp trolls have the ability to faintly see the flow of magic that is invisible to most others, and they are able to clearly see the ley lines where wild magic is especially concentrated.
Unlike the Detect Magic spell, this ability does not differentiate between different schools of magic. Concentrated wild magic, such as ley lines, can be seen from afar as long as nothing is blocking the view, but spells and enchantments etc. can only be seen within 30 ft, appearing as a faint glow.
Actions
Multiattack. The Swamp Troll can make three attacks: one with its bite, and two with its claws. 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.
Suggested Environments
swamp, mire, forest, rainforest, jungle
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