Trollkin Shaman

Medium Humanoid (trollkin), neutral

Armor Class 14 (hide armor)

Hit Points 78 (12d8+24)

Speed walk +30

Challenge 4

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

Special Abilities

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.

Source: Creature Codex · OGL/Open