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Into The Greensea Lore Monster Supplement v1.0
Into The Greensea Lore Monster Supplement v1.0
Lead Designers: Daniel Herrero, Dillon Olney This material is protected under copyright law. The Lost
Writers: Dillon Olney, Nick Porterfield Adventures Company, the Lost Adventures Company logo,
the Lost Adventures Company monogram, and all other
Cover and Map Illustrator: Kenji Gonzales identifying marks herein are trademarks or service marks
Editors: Cameron DeFord, Caitlin Smith of The Lost Adventures Company. Any reproduction or
Layout: Dillon Olney unauthorized use of the material or artwork contained herein
is prohibited without the prior express written consent of The
This supplement was made possible thanks to 1,889 Lost Adventures Company. This product is a work of fiction.
backers on Kickstarter, and the support of all of our This product is compatible with the fifth edition of the
family and friends. world’s most popular fantasy roleplaying game, published by
Wizards of the Coast, Inc. It is licensed under the Open Game
License Version 1.0a (“OGL”) Copyright © 2000, Wizards of
the Coast, Inc. It utilizes the System Reference Document 5.0
(“SRD”) Copyright © 2016, Wizards of the Coast, Inc. (Authors:
Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson.) The full
text of the OGL can be found at the back of this book.
• An optimistic expedition team is headed to the Blasted Isle • A strange constellation has appeared above the Moonlit
to collect samples of the volcanic rock there. The Mountains. Some believe it is a portent of doom, others
adventurers are asked to accompany them, acting as a sign of a god’s favor. The adventurers are sent to speak
bodyguards or fellow researchers. with the goliaths residing there to discover the meaning
behind this strange new formation in the sky.
• The adventurers are asked to investigate a lost fishing crew
in Darkfathom Falls. • The roots of the Mother Tree have begun to animate,
curling around unsuspecting travelers and crushing
• The resident death cleric of Heartwood Village requests portions of settlements within the Greensea. The
that the adventurers retrieve an ancient relic from the adventurers are asked to investigate the reason for this
Deadwood. strange development.
• An ancient relic has been activated in the Forgotten Ruins, • Isme, the religious leader of Heartwood Village, asks the
sending a huge beam of magical light into the sky. The adventurers to accompany her into Murkmire swamp to
adventurers are sent to investigate. help her destroy an infestation of ettercaps.
• Amberhusk trolls have gathered in the Forgotten Ruins for • The captain of a ship thinks he has found a way to sail
some unkown purpose, but it is assumed they plan to into Pride’s Folly Lagoon and asks the adventurers to
strike at the na’tarii elves. The adventurers are sent to deal accompany him and watch out for quippers and water
with the problem. elementals.
• Heartwood trees within the Greensea are dying, and the • A kobold of the Kobold Coalition has discovered a
na’tarii elves ask the adventurers to discover the source of treasure map pointing to a sunken ship in Pride’s Folly
this blight. Lagoon, and asks the adventurers to accompany him to
retrieve the treasure.
• Venturing through the Greensea the adventurers
encounter a fey-khoo kobold who challenges them to a • A na’tarri elf has been kidnapped by the ti-khal and
game of riddles. is thought to have been taken to the Sunken City. The
adventurers must travel to the home of the ti-khal and
• Entering the Greensea the adventurers hear a rumbling rescue her before they turn her into a ti-khal.
noise, before a jungle giant comes into view. The giant asks
the adventuerers to help her transplant a rare flower to an
exotic location where it can flourish.
Ancient Water
Elemental
Gargantuan elemental, chaotic neutral
Armor Class 14 (natural armor)
Hit Points 186 (12d20 + 60)
Speed 30 ft., swim 90 ft.
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 21 (+5) 8 (-1) 16 (+3) 6 (-2)
Senses darkvision 60 ft., passive Perception 17
must make a DC 16 Strength saving throw. On a failure, a target
Languages Giant
takes 21 (3d10 + 5) bludgeoning damage. If it is Huge or smaller,
Resistances acid; bludgeoning, piercing, and slashing from
it is also grappled (escape DC 15). Until this grapple ends, the
nonmagical attacks
target is restrained and unable to breathe unless it can breathe
Vulnerabilities cold
water. If the saving throw is successful, the target is pushed out
Damage Immunities poison
of the elemental’s space.
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
The elemental can grapple up to two Huge, up to three Large
Languages Aquan
creatures, or up to six Medium or smaller creatures at one
Challenge 8 (3,900 XP)
time. At the start of each of the elemental’s turns, each target
grappled by it takes 21 (3d10 + 5) bludgeoning damage. A
Invisible in Water. The elemental is invisible while fully creature within 5 feet of the elemental can pull a creature or
immersed in water. object out of it by taking an action to make a DC 15 Strength
check and succeeding.
Water Form. The elemental can enter a hostile creature’s space
and stop there. It can move through a space as narrow as 1 inch Legendary Actions
wide without squeezing.
The elemental can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Freeze. If the elemental takes cold damage, it partially freezes;
at a time and only at the end of another creature’s turn. The
its speed is reduced by 20 feet until the end of its next turn.
elemental regains spent legendary actions at the start of its
turn.
Actions
Move. The elemental moves up to its speed without provoking
Multiattack. The elemental makes three slam attacks. opportunity attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Whelm. The elemental uses its whelm attack, if it’s available.
Hit: 24 (3d12 + 5) bludgeoning damage. If the target is a creature,
it must succeed on a DC 15 Strength saving throw or be knocked Muddy Shield (Costs 2 Actions). While in water, the elemental
prone. can pull mud and silt up into its body to increase its defenses.
The elemental gains a +2 bonus to AC until the end of its next
Whelm (Recharge 4-6). Each creature in the elemental’s space turn.
Jungle Giant
Huge giant, chaotic neutral
Armor Class 16 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft.
STR DEX CON INT WIS CHA
25 (+7) 15 (+2) 23 (+6) 10 (+0) 16 (+3) 9 (-1)
Saving Throws Dex +3, Con +8
Skills Athletics +12, Stealth +5
Senses passive Perception 17
Languages Common, Giant
Challenge 12 (8,400 XP)
Aggressive. As a bonus action, the giant can move up to its
movement speed toward a hostile creature that it can see.
Elder Fey-Dhok Kobold creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the kobold can make
Elder fey-dhok are the most intelligent and dangerous of one horn attack against it as a bonus action.
the fey-dhok kobolds. They are able to take on the form of
animals, as well as speak with woodland creatures. Elder Actions
fey-dhok are usually found in the company of a pack of Multiattack. The kobold makes two melee attacks, only one of
fey-dhok followers and elder fey-dhok often challenge other which can be a horn attack.
elders for the right to control their territory, or add the fey-
dhok following them to their pack. Usually this challenge is Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) slashing damage.
in the form of clashing their horns together, one forcing the
other to the ground. Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
9 (1d10 + 4) piercing damage.
Armor Class 14 (natural armor) Aggressive. As a bonus action, the kobold can move up to its
Hit Points 60 (7d10 + 21) movement speed toward a hostile creature that it can see.
Speed 40 ft.
Charge. If the kobold moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn,
STR DEX CON INT WIS CHA
that target must succeed on a DC 14 Strength saving throw or
19 (+4) 15 (+2) 16 (+3) 6 (-2) 16 (+3) 7 (-2)
be knocked prone. If the target is prone, the kobold can make
one horn attack against it as a bonus action.
Senses passive Perception 15
Languages Sylvan Nature Speak. The kobold can communicate with animals and
Challenge 4 (1,100 XP) plants as if they shared a language.
Regeneration. The kobold regains 15 hit points at the start of its
Aggressive. As a bonus action, the kobold can move up to its turn. If the kobold takes fire damage, this trait doesn’t function
movement speed toward a hostile creature that it can see. at the start of the kobolds next turn. The kobold dies only if it
starts its turn with 0 hit points and doesn’t regenerate.
Charge. If the kobold moves at least 20 feet straight toward a
creature and then hits it with a claw attack on the same turn, Change Shape (2/short or long rest). The kobold magically
that target must succeed on a DC 14 Strength saving throw or polymorphs into a beast with a challenge rating of 1/2 or less
be knocked prone. If the target is prone, the kobold can make and can remain in this form for up to 5 hours. The kobold
one horn attack against it as a bonus action. reverts to its true form if it dies or falls unconscious, or if it
uses a bonus action on its turn to end the effect. While in a
False Appearance. While the kobold remains motionless, it is new form, the kobold retains its game statistics and ability to
indistinguishable from a forest tree. understand Primordial, but its AC, movement modes, Strength,
and Dexterity are replaced by those of the new form, and the
Regeneration. The kobold regains 10 hit points at the start of its kobold gains any special senses, proficiencies, traits, actions,
turn. If the kobold takes fire damage, this trait doesn’t function and reactions (except class features, legendary actions, and lair
at the start of the kobolds next turn. The kobold dies only if it actions) that the new form has but that the kobold lacks.
starts its turn with 0 hit points and doesn’t regenerate.
Actions
Actions
Multiattack. The kobold makes two melee attacks, only one of
Multiattack. The kobold makes two melee attacks, only one of which can be a horn attack.
which can be a horn attack.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
11 (2d6 + 4) slashing damage.
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
9 (1d10 + 4) piercing damage.
River Kraken outside the kraken, and it takes 21 (6d6) acid damage at the start
of each of the kraken’s turns.
Gargantuan monstrosity, unaligned
If the kraken takes 50 damage or more on a single turn from
Armor Class 17 (natural armor) a creature inside it, the kraken must succeed on a DC 25
Hit Points 281 (17d10 + 102) Constitution saving throw at the end of that turn or regurgitate
Speed 20 ft., swim 60 ft. all swallowed creatures, which fall prone in a space within 10
feet of the kraken. If the kraken dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 15
STR DEX CON INT WIS CHA
feet of movement, exiting prone.
25 (+7) 20 (+5) 22 (+6) 12 (+1) 18 (+4) 14 (+2)
Tentacle. Melee Weapon Attack: +13 to hit, reach 30 ft., one
Condition Immunities charmed, deafened, frightened target. Hit: 16 (2d8 + 7) bludgeoning damage, and the target is
Senses darkvision 120 ft., passive Perception 14 grappled (escape DC 18). Until this grapple ends, the target is
Languages -- restrained and takes 14 (2d6 + 7) bludgeoning damage at the
Challenge 18 (20,000 XP) start of each of its turns. The kraken has 4 tentacles, each of
which can grapple one target.
Amphibious. The kraken can breathe air and water.
Water Beam (5-6). The kraken exhales pressurized water in
a 120-foot line that is 10 feet wide. Each creature in that line
Apex Predator. The kraken has advantage on Dexterity (Stealth)
must make a DC 18 Dexterity saving throw, taking 54 (12d8)
checks made while underwater.
piercing damage on a failed save, or half as much damage on a
successful one.
Legendary Resistance (3/day). If the kraken fails a saving
throw, it can choose to succeed instead.
Actions
Legendary Actions
Multiattack. The kraken makes three tentacle attacks but can
The kraken can take 3 legendary actions, choosing from the
use its bite attack only once.
options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. The kraken
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit:
regains spent legendary actions at the start of its turn.
18 (2d10 + 7) piercing damage. If the target is a Large or smaller
creature grappled by the kraken, that creature is swallowed, and
Tentacle Attack. The kraken makes one tentacle attack.
the grapple ends. While swallowed, the creature is blinded and
restrained, it has total cover against attacks and other effects
Water Beam (Costs 2 Actions). The kraken uses Water Beam.
Ti-Khal Shaman
Ti-Khal shaman serve as extensions of the will of their dark god,
Khal-Kha. Blessed with spells to weaken opponents and shape
the battlefield, ti-khal shamans often work to soften up enemies
for their brethren. Normal shamans often serve as lower level
acolytes beneath sacred flame shamans performing daily rituals
and maintaining temples to Khal-Kha. A ti-khal shaman ranks
above a sacred flame ti-khal warrior, but below a sacred flame
shaman in the ti-khal caste system.
Ti-Khal Warrior Undead Fortitude. If damage reduces the ti-khal to 0 hit points,
Large undead, chaotic evil it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical
hit. On a success, the ti-khal drops to 1 hit point instead.
Armor Class 13 (15 with boon of the sacred flame)
Hit Points 113 (15d10 + 30) Boon of the Sacred Flame. The ti-khal, blessed by its god
Speed 30 ft. with the power of the Sacred Flame, can imbue itself with its
unholy power, granting the ti-khal protection identical to the
STR DEX CON INT WIS CHA mage armor spell. This ability can be used as a reaction during
18 (+4) 14 (+2) 14 (+2) 16 (+3) 12 (+1) 12 (+1) combat.
Actions
Skills Perception +6, Stealth +4
Damage Immunities poison Multiattack. The ti-khal makes two ranged attacks or two
Condition Immunities charmed, exhaustion, frightened, melee attacks, but can use it’s bite and constrict attacks only
paralyzed, poisoned, stunned once each.
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal, Common, Draconic Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one creature.
Challenge 6 (1,800 XP) Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage.
Constrict. Melee Weapon Attack. +7 to hit, reach 10 ft., one
Innate Spellcasting. The ti-khal’s innate spellcasting ability target. Hit: 11 (2d6 + 4) bludgeoning damage, and the target is
is Wisdom (spell save DC 12). The ti-khal can innately cast the grappled (escape DC 13). Until this grapple ends, the target is
following spells, requiring no material components: restrained, and the ti-khal can’t constrict another target.
At will: animal friendship (snakes only) Greatclub. Melee Weapon Attack. +7 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 4) bludgeoning damage.
Pack Tactics. The ti-khal has advantage on an attack roll
against a creature if at least one of the ti-khal’s allies is within 5 Halberd. Melee Weapon Attack. +7 to hit, reach 10 ft., one target.
feet of the creature and the ally isn’t incapacitated. Hit: 14 (2d10 + 4) slashing damage.
Sacred Flame Body. A ti-khal can raise another ti-khal from the Scimitar. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
dead by completing a ritual while the body is within The Sacred Hit: 11 (2d6 + 4) slashing damage.
Flame. This ritual takes 1d10 hours to complete. Each time a ti-
khal is brought back from the dead using this ritual, the Sacred Longbow. Ranged Weapon Attack. +5 to hit, range 150/600 ft.,
Flame eats away at their flesh and life force. A ti-khal raised in one target. Hit: 11 (2d8 + 2) piercing damage plus 7 (2d6) poison
this way becomes a sacred flame ti-khal with its Constitution damage.
At will: animal friendship (snakes only) Bite. Melee Weapon Attack. +3 to hit, reach 5 ft., one creature.
3/day: command Hit: 7 (2d6) piercing damage plus 7 (2d6) poison damage.
1/day: hypnotic pattern
Constrict. Melee Weapon Attack. +3 to hit, reach 10 ft., one
Spellcasting. The ti-khal is a 8th-level spellcaster. Its target. Hit: 6 (2d6) bludgeoning damage, and the target is
spellcasting ability is Wisdom (spell save DC 15, +6 to hit with grappled (escape DC 13). Until this grapple ends, the target is
spell attacks). The ti-khal has the following cleric spells prepared: restrained, and the ti-khal can’t constrict another target.
Cantrips (at will): firebolt, minor illusion, poison spray, resistance Scimitar. Melee Weapon Attack. +3 to hit, reach 5 ft., one target.
1st level (4 slots): bane, sleep, inflict wounds, ray of sickness Hit: 6 (2d6) slashing damage.
2nd level (3 slots): blindness/deafness, detect thoughts,
Staff. Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit:
This state block assumes that the ti-khal has already rested and
6 (2d6) bludgeoning damage, or 8 (2d8) bludgeoning damage if
removed it’s first level of exhaustion.
wielded with two hands.
At will: animal friendship (snakes only), minor illusion, poison Staff. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit:
spray 12 (3d6 + 3) bludgeoning damage, or 15 (3d8 + 3) bludgeoning
3/day: command, darkness, scrying damage if wielded with two hands.
2/day: hypnotic pattern, vampiric touch
1/day: teleport Sacred Flame Gaze. The ti-khal targets up to three creatures
that she can see within 60 feet of her. Each creature must
Legendary Resistance (3/Day). If the ti-khal fails a saving succeed on a DC 18 Wisdom saving throw or be charmed for
throw, she can choose to succeed instead. 10 minutes. The charmed target regards the ti-khal queen as
a trusted friend to be heeded and protected. Although the
Magic Resistance. The ti-khal has advantage on savings throws target isn’t under the ti-khal queen’s control, it takes the ti-khal
against spells and other magical effects. queen’s requests or actions in the most favorable way it can,
and it is a willing target for the ti-khal queen’s bite attack. If a
One With The Flame. When reduced to 0 hit points, the creature’s saving throw is successful, the creature is immune to
ti-khal’s body is consumed by the magical flames within her, the ti-khal queen’s Sacred Flame Gaze for the next 24 hours.
reducing her form to ash. She cannot be raised or resurrected,
except via the wish spell. Legendary Actions
The ti-khal can take 3 legendary actions, choosing from the
Serpent Tongue. The ti-khal can communicate with serpents
options below. Only one legendary action option can be used at
as if they share a language.
a time and only at the end of another creature’s turn. The ti-khal
regains spent legendary actions at the start of its turn.
Spellcasting. The ti-khal is a 12th-level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 18, +10 to hit with
Cantrip. The ti-khal casts a cantrip.
spell attacks). The ti-khal has the following spells prepared:
Move. The ti-khal moves up to its speed without provoking
Cantrips (at will): acid splash, dancing lights, fire bolt, message,
opportunity attacks.
resistance
1st level (4 slots): bane, charm person, sleep, inflict wounds
Charm (Costs 2 Actions). The ti-khal uses Sacred Flame Gaze.
2nd level (3 slots): blindness/deafness, detect thoughts,
scorching ray
Call of the Flame (Costs 3 Actions). While within 1 mile of the
3rd level (3 slots): conjure animals (2 giant poisonous snakes),
Sacred Flame, the ti-khal queen can raise a ti-khal creature from
dispel magic, fireball
the dead instantaneously as if the creature had been raised
4th level (3 slots): banishment, blight, divination, wall of fire
using its Sacred Flame Body ability. The raised ti-khal creature
5th level (2 slot): contagion, flame strike
still suffers all standard negatives of their Sacred Flame Body
6th level (1 slot): circle of death
ability when raised in this way.
Amberhusk Troll its body, consuming it to become immune to acid and fire
damage until the start of it’s next turn. Thus during this time, its
Huge humanoid (goblinoid), neutral evil
regeneration ability is unaffected by fire and acid.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
21 (+5) 11 (+0) 20 (+5) 8 (-1) 9 (-1) 6 (-2) 9 (1d8 + 5) piercing damage, and the target is grappled (escape
DC 15). Until this grapple ends, the target is restrained, and the
Senses darkvision 60 ft., passive Perception 11 troll can’t bite another target.
Languages Giant
Challenge 7 (2,900 XP) Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 13 (2d8 + 5) slashing damage.
Aggressive. As a bonus action, the troll can move up to its Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
movement speed toward a hostile creature that it can see. Hit: 11 (2d6 + 5) piercing damage.
Charge. If the troll moves at least 20 feet straight toward a Swallow. The troll makes one bite attack against a Medium
creature and then hits it with a claw attack on the same turn, or smaller target it is grappling. If the attack hits, the target
that target must succeed on a DC 15 Strength saving throw or is swallowed, and the grapple ends. The swallowed target is
be knocked prone. If the target is prone, the troll can make one blinded and restrained, it has total cover against attacks and
bite attack against it as a bonus action. other effects outside the troll, and it takes 9 (3d6) acid damage
at the start of each of the troll’s turns. The troll can have only one
Keen Smell. The troll has advantage on Wisdom (Perception) target swallowed at a time.
checks that rely on smell. If the troll takes 30 damage or more on a single turn from
the swallowed creature, the troll must succeed on a DC 15
Regeneration. The troll regains 10 hit points at the start of Constitution saving throw at the end of that turn or regurgitate
its turn. If the troll takes acid or fire damage, this trait doesn’t the creature, which falls prone in a space within 10 feet of the
function at the start of the troll’s next turn. The troll dies only if it troll. If the troll dies, a swallowed creature is no longer restrained
starts its turn with 0 hit points and doesn’t regenerate. by it and can escape from the corpse by using 15 feet of
movement, exiting prone.
Heartwood Resilience (5-6). The troll’s body is covered in
growths caused by the consumption of the Heartwood Tree Greatclub. Melee Weapon Attack: +8 to hit, reach 10
sap. As an action, the troll can pull one of these growths from ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Amberhusk Troll 2nd level (3 slots): acid arrow, enlarge/reduce, mirror image, ray
of enfeeblement
Soulspeaker 3rd level (3 slots): animate dead, lightning bolt
Huge giant, chaotic evil 4th level (3 slots): confusion, stoneskin
5th level (2 slot): conjure elemental
Armor Class 15 (natural armor) Heartwood Resilience (5-6). The troll’s body is covered in
Hit Points 115 (10d12 + 50) growths caused by the consumption of the Heartwood Tree
Speed 40 ft. sap. As an action, the troll can pull one of these growths from
its body, consuming it to become immune to acid and fire
STR DEX CON INT WIS CHA damage until the start of it’s next turn. Thus during this time, its
19 (+4) 14 (+2) 20 (+5) 7 (-2) 16 (+3) 8 (-1) regeneration ability is unaffected by fire and acid.
Actions
Senses darkvision 60 ft., passive Perception 14
Languages Giant Multiattack. The troll makes three attacks.
Challenge 7 (2,900 XP)
Warstaff. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 14 (3d6 + 4) bludgeoning damage, or 17 (3d8 + 4)
Keen Smell. The troll has advantage on Wisdom (Perception) bludgeoning damage if wielded with two hands.
checks that rely on smell.
Ritual Dagger. Melee or Ranged Weapon Attack: +7 to hit,
Regeneration. The troll regains 10 hit points at the start of reach 5 ft. or range 20/60 ft., one target. Hit: 9 (3d4 + 4) piercing
its turn. If the troll takes acid or fire damage, this trait doesn’t damage.
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. Tusks. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Spellcasting. The troll is a 10th-level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
The troll has the following spells prepared:
Cantrips (at will): acid splash, poison spray, ray of frost, true
strike
1st level (4 slots): feather fall, inflict wounds, mage armor, magic
missile
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in
the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4)
piercing damage if the swarm has half of its hit points or fewer.
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