Troll Headhunter
Medium humanoid (any troll), chaotic evil
- Armor Class 14 (leather armor)
- Hit Points 19 (3d8 + 6)
Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 12 (+1) 15 (+2) 9 (-1)
- Skills Stealth +5, Survival +4
- Senses darkvision 60 ft., passive Perception 12
- Languages Zandali
Challenge 1 (200 XP)
Regeneration. The troll regains 3 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies if it starts its turn with 0 hit points.
Swift Hunter. If the troll moves at least 20 feet straight towards a target whilst taking the Dash action, it can make one melee weapon attack against it.
Actions
Multiattack. The troll makes two attacks: two with its spear, or one with its spear and one with its bolas.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Bolas. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a Large or smaller creature with legs, it must succeed on a DC 13 Dexterity saving throw or be grappled and knocked prone. A target can use its action to remove the bolas, ending the grapple.