Bog trolls, large giants with fur ranging from faded yellows and greens to dark brown, blend into their favored environments: bogs and marshlands. Their fur, resembling swamp grass or willow leaves from a distance, aids in stealth and is covered in an oil-like substance that wicks away water, allowing them to submerge in water without their fur absorbing water and weighing them down. A bog troll in its lair makes for a challenging tier 1 encounter.
Bogs serve as ideal habitats for trolls, given the propensity for travelers to get stuck in its muddy roads and paths. Capitalizing on these stranded travelers and broken wagons, a single bog troll can quietly approach at night to kidnap their victims and drag them back to their lair. However, caution is advised for any rescue party; a bog troll’s lair is perilous, and its natural affinity allows it to manipulate trees and plants against intruders.
A Bog Troll’s Lair
A bog troll is at home in the murky depths of swamps, bogs, and marshlands. They’re familiar with the various hazards in these areas and they have a strong enough connection to this natural environment allowing them to command its resources.
A bog troll encountered in its lair has a challenge rating of 4 (1,100 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the bog troll can take one of the following lair actions; the bog troll can’t take the same lair action two rounds in a row:
Mud Trap. The troll chooses a 20-foot radius circle area that it can see on the ground within 90 feet of it into muddy terrain. The area is difficult terrain for 1 minute or until this action is used again.
Whirlpool. The troll chooses a point in can see within 90 feet of it located in water. Each creature in the water within 15 feet of the point must succeed on a DC 14 Strength saving throw or be pulled to the nearest unoccupied space next to the point and have the prone condition.
Thorny Vines. Thorny vines and branches sprout from the ground in a 20-foot square area that the troll can see within 90 feet of it. Each creature in the area must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) piercing damage and have the restrained condition until the end of its next turn.
Bog Troll
Large Giant, Typically Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 30 ft., swim 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 11 (+0) | 14 (+2) | 7 (-2) | 8 (-1) | 7 (-2) |
Skills Perception +1, Stealth +2
Senses darkvision 60 ft., passive Perception 11
Languages Giant
Challenge 3 (700 XP)
Proficiency Bonus +2
Bogborne. The troll ignores difficult terrain caused by mud, undergrowth, and water.
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The troll regains 5 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.
Actions
Multiattack. The troll makes three Claw or Mud Ball attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage and if the troll is in its lair, it can move 5 feet horizontally.
Mud Ball. Ranged Weapon Attack: +5 to hit, range 60 ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage and the target’s speed is reduced by 5 feet until the end of its next turn.
Downloads
Further Reading
Boghouls and bog trolls might make a perfect match.
Take a look at Bog Dangers for some extra threats on the way to a bog troll’s lair.
Imagery created with Midjourney.