AC 15 (natural armor)
HP 84 (8d10 + 40; bloodied 42)
Speed 40 ft.
Proficiency +3; Maneuver DC 15
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 11
Languages Giant
Keen Smell. The troll has advantage on Perception checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function on its next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Severed Limbs. If the troll is dealt a critical hit with a slashing weapon, one of its extremities is severed. The extremity has AC 15, 10 hit points, a Speed of 10, and the troll’s Regeneration trait. The troll controls the severed extremity and perceives through it with the appropriate senses (for instance, it sees through the eyes of its severed head). As a bonus action, the troll can reattach the extremity. While the troll is missing the extremity, its maximum hit points are reduced by 10. Roll d6 to determine the severed extremity:
1-4: Arm. If the troll has an arm, it loses an arm. It loses one of its claw attacks, and the severed arm can make a claw attack.
5-6: Head. If the troll has a head, it loses its head. It loses its bite attack, and the severed head can make a bite attack.
Magic Resistance. A wild troll gains advantage on saving throws against spells and other magical effects.
Wild Mind. A wild troll has an Intelligence score of 4, can only speak short random phrases in Giant, and can’t understand attempts to communicate.
ACTIONS
Multiattack. The troll attacks with its bite and twice with its claw.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Giants look like immense humanoids, standing from 10 feet tall (like ogres ) to 30 (like storm giants ). Some giants, like trolls , have human-like shapes but monstrous features.