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Troll Limb 2024

CR 1/2 giant

Small giant, chaotic evil


Armor Class
13 (natural armor)
Hit Points
14 (4d6)
Speed
20 ft.
Initiative
+1

STR18 (+4)
DEX12 (+1)
CON10 (+0)
INT1 (-5)
WIS9 (-1)
CHA1 (-5)

Saving Throws
Strength +4, Dexterity +1, Constitution +0, Intelligence -5, Wisdom -1, Charisma -5
Skills
Senses
darkvision 60 ft., passive Perception 9
Languages
—
Challenge
1/2 (100 XP) · Proficiency Bonus +2

Regeneration.

The limb regains 5 Hit Points at the start of each of its turns. If the limb takes Acid or Fire damage, this trait doesn't function on the limb's next turn. The limb dies only if it starts its turn with 0 Hit Points and doesn't regenerate.

Troll Spawn.

The limb uncannily has the same senses as a whole troll. If the limb isn't destroyed within 24 hours, roll 1d12. On a 12, the limb turns into a Troll. Otherwise, the limb withers away.

Actions

Rend.

Melee Attack Roll: +6, reach 5 ft. 9 (2d4 + 4) Slashing damage.

Source: System Reference Document 5.2 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 details