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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Trollkin Shaman/

Trollkin Shaman

Trollkin Shaman

Medium humanoid, neutral
  • Armor Class 14 (hide armor)
  • Hit Points 78 (12d8+24)
  • Speed 30 ft.
  • STR
    14 (+2)
  • DEX
    13 (+1)
  • CON
    14 (+2)
  • INT
    10 (+0)
  • WIS
    16 (+3)
  • CHA
    12 (+1)
  • Skills Arcana +2, Nature +2, Perception +5
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Trollkin
  • Challenge 4 (1,100 XP)
  • Regeneration. The trollkin shaman regains 5 hp at the start of its turn. If the shaman takes acid or fire damage, this trait doesn't function at the start of the shaman's next turn. The shaman dies only if it starts its turn with 0 hp and doesn't regenerate.
  • Thick Hide. The trollkin shaman's skin is thick and tough, granting it a +1 bonus to Armor Class. This bonus is already factored into the trollkin's AC.
  • Spellcasting. The trollkin shaman is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:
    Cantrips (at will): druidcraft, produce flame, shillelagh
    1st level (4 slots): cure wounds, entangle, faerie fire, thunderwave
    2nd level (3 slots): flaming sphere, hold person
    3rd level (3 slots): dispel magic, meld into stone, sleet storm
    4th level (2 slots): dominate beast, grasping vine

Actions

  • Multiattack. The trollkin shaman makes two staff attacks.
  • Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.
  • Inspire Ferocity (1/Day). The trollkin shaman inspires ferocity in up to three trollkin it can see. Those trollkin have advantage on attack rolls and saving throws until the end of the shaman's next turn and gain 10 temporary hp.

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