Troll, Gutter

Family: Troll

Medium giant, neutral evil

Armor Class 15 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 7 (–2) 11 (+0) 7 (–2)

Skills Perception +2, Stealth +5
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 4 (1,100 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Amphibious. The troll can breathe air and water.
  • Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
  • Fey Origins. The first gutter troll is said to have spawned from a troll slain in battle with the Toad King, one of the fey animal lords. The troll took a big bite out of the Toad King before the animal lord and his servants took it down. The fey-touched flesh the troll had swallowed changed when it regenerated, and it returned to life as a toad-like, wart-covered gutter troll. Like frogs and toads, gutter trolls cannot attack the Toad King if they encounter him, unless magically compelled.
  • City Dwellers. Although gutter trolls can still sometimes be found dwelling in swamps and bogs or near riverside villages, they are most common in cities and towns where they can find more plentiful food. Cowards at heart, the trolls avoid drawing unwanted attention from city authorities by hunting their prey in the worst parts of town, where beggars and street urchins regularly go missing.
  • Sticky Tongues and Psychoactive Sweat. Gutter trolls are stealthy hunters, emerging from ditches or sewers, grabbing victims with their long sticky tongues, and dragging their prey down into their lairs. Their warty skin secretes sweat with psychoactive properties, which weaken the victim’s ability to fight back.
  • Psychoactive Sweat. Any creature that starts its turn within 5 feet of the troll must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn.
  • Regeneration. The troll regains 10 hp 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 only if it starts its turn with 0 hp and doesn’t regenerate.

ACTIONS

  • Multiattack. The troll makes one Bite attack and two Claw attacks. It can replace its Bite attack with a Sticky Tongue attack.
  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
  • Sticky Tongue. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be pulled up to 15 feet toward the troll.

ABOUT

A hunched figure climbs out of the ditch and creeps slowly down the street. It has a toad-like face, drab leathery skin covered in warts, and webbed feet. Its hands end in long, razor-sharp claws.

Standing just over six feet tall, gutter trolls are smaller, toad-like cousins of the common troll. They make their homes in sewer tunnels beneath cities or under city bridges, creeping out at night to prey on the local population.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

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