Zombie, Yellow Mold Encrusted Troll

Family: Zombies

Large undead, neutral evil

Armor Class 17 (natural armor)
Hit Points 94 (9d10 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 6 (-2) 20 (+5) 3 (-4) 6 (-2) 5 (-3)

Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the Common and Giant but can’t speak
Challenge 5 (1,800 XP)

Special Traits

  • Keen Smell. The troll zombie 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 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 hit points and doesn’t regenerate.
  • Undead Fortitude. If damage reduces the troll zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
  • Yellow Mold Spore Cloud. At the start of each of the troll zombie’s turns, each creature within 10 feet of it is caught in the yellow mold spore cloud takes 11 (2d10) poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The creature takes an additional 5 (1d10) poison damage at the start of each of their turns and can repeat the saving throw at the end of each of their turns, ending the effect ton itself on a successful save. A creature that touches the zombie or hits it with a melee attack while within 10 feet of it takes 11 (2d10) poison damage.

Actions

  • Multiattack. The troll zombie makes three attacks: one bite and two claw attacks.
  • Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 11 (2d10) poison damage and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The creature takes an additional 5 (1d10) poison damage at the start of each of their turns and can repeat the saving throw at the end of each of their turns, ending the effect ton itself on a successful save.
  • Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 11 (2d10) poison damage and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The creature takes an additional 5 (1d10) poison damage at the start of each of their turns and can repeat the saving throw at the end of each of their turns, ending the effect ton itself on a successful save.
Section 15: Copyright Notice

Rappan Athuk © 2018, Frog God Games, LLC; Authors Bill Webb, Clark Peterson, Skeeter Green, Tom Knauss, Lance Hawvermale, WDB Kenower, Casey Christofferson, and Greg Raglund; based on the original creation of Bill Webb.

This is not the complete license attribution - see the full license for this page