Trollcow (5e Creature)

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Trollcow[edit]

Large monstrosity, unaligned


Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 2 (-4) 12 (+1) 5 (-3)

Proficiency Bonus +3
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 5 (1,800 XP)


Charge. If the trollcow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Keen Smell. The trollcow has advantage on Wisdom (Perception) checks that rely on smell.

Regeneration. The trollcow regains 10 hit points at the start of its turn. If the trollcow takes acid or fire damage, this trait doesn't function at the start of the trollcow's next turn. The trollcow dies only if it starts its turn with 0 hit points and doesn't regenerate.

ACTIONS

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.


The trollcows are bizarre cattle kept by trolls and other giants. They are covered in shaggy dark green hair, their horns are very long and like their namesake, they are strong and regenerate. A trollcow's milk is pale green and has a distinctively sweaty smell, but drinking it can heal injuries or it can be used as an ingredient for potions of healing. Drinking too much milk can turn the drinker into a half-troll, but giants are unaffected and potions made from the milk are safe.

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