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Hill Troll                                           Weapons, Armor & Items
           Gargantuan giant, neutral                            Roll a d12:
           Armor Class 15 (natural armor)                         d12  Item(s)
           Hit Points 390 (20d20 + 180)
           Speed 30   .                                           1-6  1d4 days' rations consisting of strange rotten meat
                                                                       and hard tubers
             STR     DEX     CON      INT     WIS      CHA
           26 (+8)  5 (−3)  28 (+9)  5 (−3)  10 (+0)  10 (+0)     7-9  A trinket (p. 159)
           Senses darkvision 60   ., passive Perception 10       10-11 A tattered coin purse containing 42 (12d6) pp
           Languages Giant                                         12  A set of +3 armor
           Challenge 20 (25,000 XP)
           Massive.    e hill troll can move into spaces already occupied by   A hill troll’s gargantuan size is its own unlikely camou  age – few
           Large or smaller creatures. When it does so, creatures in those   suspect that the grassy verge they camp on or the steep slope
           spaces must make a DC 19 Dexterity saving throw, taking 21   they traverse will end up devouring them. Hidden in plain sight,
           (2d20) bludgeoning damage on a failed save, or half as much   a hill troll is patient, waiting for an opportunity to spring on
           damage on a successful one.                         unsuspecting travelers. Moss and grass grow on its back during its
                                                               long periods of dormancy, only enhancing its camou  age.
           Monolithic. While the hill troll remains motionless, it is
           indistinguishable from a small hillock.
           Regeneration.    e hill troll regains 30 hit points at the start of
           its turn. If the hill troll takes acid or   re damage, this trait doesn’t
           function at the start of the hill troll’s next turn.    e hill troll dies
           only if it starts its turn with 0 hit points and doesn’t regenerate.
           Actions

           Multiattack.    e hill troll makes two melee attacks.
           Kick. Melee Weapon Attack: +14 to hit, reach 10   ., one target.
           Hit: 29 (2d20 + 8) bludgeoning damage, and if the target is Large
           or smaller it must succeed on a DC 19 Dexterity saving
           throw or be hurled up to 20 feet away.
           Slam. Melee Weapon Attack: +14 to hit, reach 20   ., up
           to four targets no more than 5   . apart. Hit: 29 (2d20
           + 8) bludgeoning damage, and if the target is Large
           or smaller it must succeed a DC 19 Strength saving
           throw or be knocked prone.
           Stomp. Melee Weapon Attack: Each creature in a
           10–foot-radius burst centered the hill troll must
           make a DC 18 Dexterity saving throw, taking 29
           (2d20 + 8) bludgeoning damage on a failed save or
           half as much damage on a successful one.


























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        Chapter 9: TrollsChapter 9: Trolls
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