Fleshtearer Troll (5e Creature)
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Large undead, chaotic evil
Armor Class 15 (natural armor)
Skills Perception +2
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid, fire or radiant damage, this trait doesn't 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.
Sunlight Hypersensitivity. The troll takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The troll makes 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 and 5 (2d4) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and the troll regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Normally, undead trolls can't regenerate, but necromancers have long quested to create an undead troll that would retain that ability. The results of such experimentation were successful and produced the first fleshtearer trolls. The method of creating fleshtearer trolls is thought to involve vampires, as like them they are vulnerable to sunlight, but while fleshtearers absorb life energy through their bite, they don't drink blood. Some believe that fleshtearer trolls might one day become living trolls again.
Undead Nature. A fleshtearer troll doesn't require air, food, drink, or sleep.
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