Size:
Large
Type:
Giant
Form:
biped
Temper:
# App:
1d4
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Action
Claws
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Action
Multiattack
The cave troll makes three attacks: one with its bite and two with its claws.
Reaction
Rock Hide
When the cave troll is hit with a weapon attack, it momentarily hardens its skin, gaining resistance to non-magical bludgeoning, piercing and slashing damage from that attack.
Special
Regeneration
The cave troll regains 10 hit points at the start of its turn. If the cave troll takes acid or fire damage, this trait doesn't function at the start of the cave troll's next turn. The cave troll dies only if it starts its turn with 0 hit points and doesn't regenerate.
Special
Rocky Camouflage
The cave troll has advantage on Dexterity (Stealth) checks made to hide while in rocky terrain.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
2 claws
6 (1d4+2)
Action
claw (from
claw (from
Mid-sized trolls, cave trolls are adapted to tunneling and surviving long periods of hardship in the barren landscape below ground.
Able to see in pitch darkness and sense vibrations through their large flat feet, cave trolls often lie in wait in narrow tunnels they have excavated, ready to pounce on anything that may happen by. Alternatively, they may take a more active approach, sensing prey through a dividing rock wall and putting their powerful arms and claws to work to spring an ambush. A cave troll has no fear of tunnel collapse or of natural predators; it can will its already tough skin to become as hard and impenetrable as rock for a short time.
5e SRD