Adventure Primer One Shot

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 20

Adventure Primer: "We Didn’t Start the Fire"

Background:

 Setting: Waterdeep in the 940s

 Current State: Recovering from the Orcfasting War, leaderless after warlord Nimoar's death

 Main Threats:

o Second Troll War: Young mage Ahghairon aims to prevent its devastation

o Halaster Blackcloak: The Mad Mage’s experiments may influence the city's defense

o Artor Morlin: A vampire seeking a new lair in the Southeast

 Plot Focus: Party must ensure Waterdeep’s survival amidst these threats

Episodes:

1. Episode 1: A Smoldering Hearth

o Setting: Farmstead, year 940

o Action: Party recruited by a young wizard to defend a familiar harbor town

o Call to Action: Introduction to the adventure

2. Episode 2: To Win the War

o Objective: Stop a firestorm threatening Waterdeep

o Action: Unearth magical wards by Halaster Blackcloak to aid their ally

o Story Objective A: Players work to protect the city

3. Episode 3: Like a Moth

o Setting: Waterdeep at sunrise, engulfed in flames

o Objective: Assist Ahghairon in quelling the fire

o Story Objective B: Prevent the City of Splendors from burning down

Bonus Objectives:

 Bonus Objective A: Mother's Rage

o Setting: Abbey fields

o Action: Help the Sisters of Chauntea preserve endangered flora

o Appendix: Found in Appendix 4

 Bonus Objective B: Queen's Mercy

o Setting: Sea surrounding Waterdeep


o Action: Convince Umberlee’s clerics to seek the goddess’s aid

o Appendix: Found in Appendix 5

### Vajra's Mysterious Mission Briefing

**Scene: Blackstaff Tower, Waterdeep**

- The party is summoned to Blackstaff Tower by a mysterious message from Vajra Safahr. Upon arrival,
they are ushered into a grand hall filled with arcane symbols and artifacts.

**Vajra's Briefing**

Scene: Blackstaff Tower, Waterdeep

Vajra Safahr stands in a grand hall filled with arcane symbols and artifacts. The party is gathered
before her. The ethereal forms of Khelben Arunsun and Tsarra Chaadren appear, their voices
resonating through Vajra.

Vajra Safahr’s Introduction

 Vajra: "Heroes, Waterdeep faces a significant challenge that transcends our current
understanding. There are pivotal moments that need delicate intervention to ensure our
survival."

Khelben Arunsun’s Guidance

 Khelben: "You are tasked with influencing certain individuals and occurrences, ensuring they
align with a favorable outcome for our city."

 Tsarra: "Your journey will take you to places where your presence can alter the course of key
events, ensuring the stability and safety of Waterdeep."

Tsarra Chaadren’s Instructions

 Tsarra: "You must step into roles that are crucial and make decisions that resonate with the
very fabric of our city's destiny."

This organization should help you quickly identify and select the appropriate items, spells, and potions
based on their power level and strength. Let me know if you need more details or assistance!

### Sending Them on the Mission

- Vajra leads the party to a hidden chamber within Blackstaff Tower. In the center of the room is an
ancient, intricately carved portal. Vajra performs a complex ritual, chanting incantations and invoking
powerful magic.
- As the portal begins to glow and hum with energy, Vajra tells the party that they must step through
and "embark on a journey that will shape our city's destiny." She emphasizes the urgency and gravity
of their task without mentioning specifics.

### Arrival at the Crucial Moment

- The party steps through the portal and finds themselves in a pivotal location in Waterdeep, just as
the troll invasion begins. Their appearances have been altered by the magical items, and they blend
seamlessly into the setting.

### Episode 1: A Smoldering Hearth

Scene A. Love is a Burning Thing

**Starting Point**:

- **Location**: Farmstead of Malcar Gost, year 940 DR

- **New Characters**:

- Contacted by Vajra Safahr, the Blackstaff of Waterdeep, and sent to investigate a disturbance in the
Weave

**Area Information**:

- **Dimensions & Terrain**:

- Gost Farm surrounded by 400 acres of barley, future site of Waterdeep’s Sea Ward

- View of the Trollwall, an 800-foot-wide wooden palisade, and a wall of flame moving southward

- **Lighting**: Dim light from the setting sun

- **Weather**: Smoke in the warm, dry, late-summer evening

**Creatures/NPCs**:

- **Ahghairon**: Preparing a ritual to prevent fire spread

- **Malcar “Farmer” Gost**: Lapsed vampire thrall

- **Warlord Gharl**: Using his javelin of lightning to hold trolls at bay, ordered fields to be set ablaze

**Objectives/Goals**:
- **Warlord Gharl**: Attempting to halt the troll advance with fire

- **Ahghairon**: Needs the party to recover Halaster’s wards to complete his ritual

- **Malcar**: Trying to protect his residence from fire and trolls

**Information for the Party**:

- **Ahghairon**: Conveys current events and recent history

- **Malcar**: Knows about Artor Morlin, the vampire’s abandoned castle, and recognizes the party if
they played DDAL08-04

**Call to Action**:

- **Ahghairon’s Request**: Recover Halaster’s wards in specific locations:

- **City of the Dead**: Eladrin tomb and gnomish crypt

- **The Harbor**: Concealed by powerful illusion magic

- **Nimoar’s Hold**: Two wards in a building used as an infirmary by priests of Chauntea

**Lore**: The Troll Wars & Cliff Waterdeep

- **Setting**: Late summer of 940 DR, pre-modern Waterdeep

- **Nimoar’s Hold**: Human settlement, roughly the size of modern Dock Ward and southern half of
Castle Ward

- **Trollwall**: Two miles north of the hold, massive palisade built to prevent invasions

- **Historical Context**: After Nimoar’s death, his general Gharl took over as leader of the Hold,
setting fields on fire to protect against trolls

### Episode 2: To Win the War

**Story Objective A**:

- Locate and calibrate as many of Halaster's wards as possible.

- The success of Ahghairon's ritual depends on the number of calibrated wards.

#### Scene A: Eladrin Tomb

**Area Information**:
- **Dimensions & Terrain**: 30-by-30-foot enclosed stone structure.

- **Light**: Pale light from rune-covered crystals.

- **Coffins**: Four glass coffins containing magically preserved bodies of eladrin representing spring,
summer, autumn, and winter.

- **Bowls**: Each coffin has two bowls (Beloved/Sorrow) with crystals of specific colors (green, white,
red, orange).

**Investigating Bodies**:

- **Spring**: Orange kiss-mark (poisonous), ink-stained fingertips.

- **Winter**: Bruised throat, short sword, green vines around neck.

- **Summer**: Blue hair, spellbook with love poem, sword wound on chest.

- **Autumn**: Lips coated in orange lipstick, fiery burns.

**Puzzle Solution**:

- Place the token of the season each eladrin loved into the 'beloved' bowl and the token of the eladrin
they murdered into the 'sorrow' bowl.

- **Beloved and Sorrow Relationships**:

- Spring: Loved Summer, murdered Winter.

- Winter: Loved Autumn, murdered Summer.

- Summer: Loved Winter, murdered Autumn.

- Autumn: Loved Spring, murdered Spring.

- Reveals ward in the center of the floor.

**Treasure & Rewards**:

- Delicate leaf carved of crystal engraved with Halaster’s rune (Halaster’s ward).

#### Scene B: Gnomish Crypt

**Area Information**:

- **Dimensions & Terrain**: 13 doors in the crypt, transmutation magic.

- **Light**: Floating orbs of garish color provide bright light.


- **Archways**: Confers size-related effects, dispelled upon leaving the crypt.

**Archway Effects**:

- 1: Body becomes Small; head unchanged.

- 3: Head becomes Tiny; body unchanged.

- 2: Body becomes five times as wide; rest unchanged.

- 4: Grows to eight feet tall; rest unchanged.

- 5: Two random body parts increase in size (max Huge).

- 6: Head becomes Huge; body unchanged.

- 7: Body size decreases (limit tiny); head unchanged.

- 8: Becomes a perfect sphere.

- 9: Height decreases by one foot (max 4 feet).

- 10: Limbs return to original size.

- 11: Shoulder width reduced by half.

- 12: Body and head become Medium; rest unchanged.

**Tiny Door Solution**:

- Walk through archways in order: Archway 1 > Archway 2 > Archway 7 > Door.

- Tiny humanoid needed to open the door by placing hand on the handprint.

**Treasure & Rewards**:

- 200-foot hallway leading to the ward.

- Crudely painted skunk with Halaster’s rune (Halaster’s ward).

- **Calibrating Wards**: Successful DC 18 Intelligence (Arcana) check needed. Failure causes force
damage within 50 feet.

### Scene Summaries for a DM

#### Scene C: Harbor


**Ward Location**:

- **Waterdeep Harbor**: Found on the rocky beach, protected by powerful illusion magic.

**Area Information**:

- **Terrain**: Rocky beach with wooden docks.

- **Light**: Smoke from approaching flames creates dim light.

- **Ward Appearance**: Two wards seem visible, but only one exists. The ward always appears 5 feet
in front of the closest character, making it impossible to look directly at both wards simultaneously.

**Creatures/NPCs**:

- **Merman**: Sits on a dock, chuckling and munching on a seagull.

- **Objective**: Persuades the party to ask his goddess, Umberlee, for aid.

- **Knowledge**: Knows the secret to activating the ward.

**Objectives/Goals**:

- **Solution**: Two characters must stand facing opposite directions to align the illusory wards.

- **Bonus Objective B**: Merman petitions the characters to entreat Umberlee for aid, regardless of
success or failure.

**Treasure & Rewards**:

- **Reward**: Shard of a giant clam shell engraved with Halaster’s rune (Halaster’s ward).

### Scene Summary for a DM: Deepwater Harbor

**Estimated Duration**: 60 minutes

**Setting Description**:

- **Late-night**: Still and damp.

- **Environment**: Cool air with a foreboding sense from the black waters.
- **Prerequisite**: Party must have encountered the Merman while calibrating the Ward in the
harbor.

**Bonus Objective B**:

- Retrieve a piece of art from the Wererat Warren and offer it to Umberlee to secure her aid in
quenching the fires.

**Area Information**:

- **Dimensions & Terrain**: Mostly vacant harbor with a few fishing craft.

- **Lighting**: Clear evening sky to the south; heat distortions and smoke to the north, creating dim
lighting conditions.

**Scene A**:

- **Merman**: Sits on a dock, munching on a seagull, and suggests making an offering to Umberlee.

- **Objective**: Persuade party to seek Umberlee's aid.

- **Knowledge**: Merman knows a wererat artist hid art pieces in the warren, which might be offered
to Umberlee.

**Scene B**:

- **Location**: Wererat Warren beneath a dock.

- **Terrain**: Half-submerged with glowing algae providing dim light.

- **Hazard**: DC 12 Constitution save or take 1d6 poison damage from brackish water.

- **Art Pieces**:

- **Favored**: Shark teeth tiara, glass squid.

- **Neutral**: Glass bottle pan pipes, weathered hope chest.

- **Disliked**: Filthy rags bassinet with centipedes and stingray sculpture.

**Scene C**:

- **Location**: Center of Deepwater Harbor near an underwater lighthouse.

- **Lighting**: Cool glow of the beacon creating normal lighting conditions.


- **Developments**:

- **Prayer to Umberlee**: Intelligence (Religion) check DC 18 (disadvantage unless offering art).

- **Advantage**: Offering the tiara.

- **Automatic Fail**: Offering the stingray sculpture.

- **Illusory Scimitar**: Revealed as a trick if attempted to be taken, resulting in failure of Umberlee’s


test of respect.

These bullet points should help you guide the players through the scenes effectively.

#### Scene D: Nimoar's Hold

**Ward Location**:

- **Infirmary**: Stone structure converted to care for veterans.

**Area Information**:

- **Terrain**: 30 by 60 feet wooden building with cots and couches housing injured people.

- **Light**: Smoke from approaching flames creates dim light.

**Creatures/NPCs**:

- **Joy (Sister of Chauntea)**: Cares for injured, along with 20 commoners (10 conscious with blood-
stained tools, 10 unconscious).

- **Objectives**: Committed to guarding the people in her care.

**Objectives/Goals**:

- **Ward Calibration**: The sisters have calibrated the wards to amplify healing spells. Redirecting the
power of the wards will result in the deaths of those in their care.

- **Bonus Objective A**: Sister is anxious about the Abbey of Chauntea and seeks help for her
colleagues.

**Treasure & Rewards**:

- **Reward**: Two masonry bricks engraved with Halaster’s rune (Halaster’s wards).
### Setting Description for the DM: Abbey of Chauntea

**Normal Conditions**:

- Restful place of worship.

**Current State**:

- Extreme heat causing stone buildings to groan.

- Stained-glass window reflecting red flames.

- Female figures in robes moving through the fields, heedless of the fire.

- Two women lingering by the abbey door.

**Prerequisite**:

- The party must have heard from a Sister of Chauntea about the Abbey's danger or stumbled upon it
while fleeing fire.

**Bonus Objective A**:

- Persuading a Sister of Chauntea to abandon their fields before the fire kills them.

**Area Information**:

- **Dimensions & Terrain**: Complex of stone buildings surrounded by glass greenhouses; fields
ablaze.

- **Lighting**: Dim lighting.

- **Weather**: Smoke shades the sky.

#### Scene A:

- **Sisters of Chauntea**: Determined to harvest fields on fire.

- **Objectives**: Save a sample of each plant; no chance of gathering all before dying.

- **Persuadable Sisters**: Sister Warm Hearth and Sister Earthtender.


- **Creatures/NPCs**:

- **Sisters of Chauntea**: Human women in burlap robes with wicker baskets.

- **Knowledge**: Unique plants in fields; extinction risk if destroyed. Chauntea bids dryads to guard
sacred plants.

#### Scene B:

- **Fields Ablaze**: One small field with Chauntea’s Token, a red, gem-like flower.

- **Fire Damage**: 1d4 fire damage to a random party member per round.

- **Creatures/NPCs**:

- **Dryad**: Protects the plant until it matures, attacks anyone approaching.

**Playing the Pillars (Scene A)**:

- **Combat**:

- Sister Warm Hearth fears Chauntea’s Token burning.

- Doesn’t want to harvest due to sacred dryads.

- **Exploration**:

- Flaming fields reveal Chauntea’s Token.

- Patch guarded by an angry dryad.

- **Social**:

- Sister Earthtender can join the party.

- Checks to persuade her are at disadvantage unless the character has relevant background or
feature.

Here's a concise set of bullet points for DMing Episode 3: "Like a Moth":

### Episode 3: Like a Moth

**Estimated Duration**: 45 minutes

#### A Funeral Pyre


- **Scene**: High above Waterdeep, looking down at fields consumed by flame. Fire about to reach
the Hold.

- **Prerequisites**: Available once Episode 2 is completed. Bonus objectives no longer available once
this episode begins.

#### Story Objective B

- **Goal**: Protect Ahghairon by defeating the troll.

#### Area Information

- **Dimensions & Terrain**: Peak above the city. Ahghairon, heroes, and 35 survivors on a 250-foot
long, 10-foot wide rock formation.

- **Lighting**: Sun overhead, thick cloud of black smoke dimly lighting the area.

- **Weather**: Hot, dry wind.

#### Creatures/NPCs

- **Ahghairon**: On the cliff, casting a spell to put out the flames.

- **Troll**: Fire-scarred, missing an arm, maximum hit points 63, makes one bite and one claw attack
using Multiattack.

- **Commoners**: 36 human commoners cling to one another in fright.

- **Sisters of Chauntea** (if Bonus Objective B completed): Protecting survivors.

#### Objectives/Goals

- Ahghairon must complete the ritual.

- Troll aims to kill and eat anyone it can.

- Commoners want to avoid being killed and eaten.

- Sisters of Chauntea (if present) want to protect survivors.

#### What Do They Know?

- Ahghairon can't be disturbed for the ritual to succeed.

- Commoners believe the party is their best chance for survival.


- Troll is angry and hungry, clueless about the situation.

#### Adjusting the Scene

- **Weak/Very Weak**: Troll missing both arms; can't use Multiattack.

- **Strong/Very Strong**: Troll isn't mangled.

#### Treasure

- If characters inspect troll’s body: Javelin of lightning impaled through the troll.

#### Wrap-Up: Back to the Future

- **Three or More Wards Calibrated**: Ahghairon completes the spell, sun rises, vortex extinguishes
flames, vast fields of devastation revealed.

- **Fewer Than Three Wards**: Ahghairon's spell fails, he vows to prevent future wars, survivors see
ruined Hold.

- **Bonus Objective B Completed**: Grey tentacles in harbor, water floods city, extinguishes flames,
Umberlee's intervention saves Hold if at least two wards calibrated.

- **Bonus Objective A Completed**: Sisters of Chauntea aid party, Chauntea's voice commands to
release seeds, winds carry seeds.

APPENDIX

I understand! Let's focus on the D&D adventure characters from "The Hero of the Troll Wars."

### Episode 1: The Gathering Storm

**Location: Waterdeep Town**

1. **Commoners**

- **Appearance**: Ordinary townsfolk in simple clothing, showing signs of fear and distress.

- **Voice**: Panicked and desperate.

- **Lore**: Citizens of Waterdeep caught in the chaos of the Troll invasion.

- **Personality/Goals**: To survive and avoid being harmed by the trolls.


**Location: Abbey of Chauntea**

2. **Sisters of Chauntea**

- **Appearance**: Women dressed in simple, earth-toned robes with symbols of the goddess
Chauntea.

- **Voice**: Devout and protective.

- **Lore**: A religious order dedicated to the goddess of agriculture and nature.

- **Personality/Goals**: To protect the survivors and aid the heroes in their quest.

**Location: Gost Farm**

3. **Warm Hearth**

- **Appearance**: A kind-hearted individual with a nurturing demeanor.

- **Voice**: Compassionate and supportive.

- **Lore**: Provides support and care to the adventurers and survivors.

- **Personality/Goals**: To help and heal those in need.

### Episode 2: Under Siege

**Location: Cliff Waterdeep**

4. **Ahghairon**

- **Appearance**: An elderly man with a long, flowing beard and robes adorned with arcane
symbols.

- **Voice**: Wise and authoritative.

- **Lore**: The first Open Lord of Waterdeep, known for his powerful magic and leadership.

- **Personality/Goals**: Dedicated to protecting Waterdeep and ensuring its prosperity.

**Location: Trollwall**

5. **Troll**

- **Appearance**: A large, brutish creature with green skin, tusks, and scars from battles.
- **Voice**: Aggressive and menacing.

- **Lore**: Part of the vicious Troll invasion threatening Waterdeep.

- **Personality/Goals**: To cause destruction and chaos, driven by hunger and anger.

### Episode 3: Like a Moth

**Location: Peak above Waterdeep**

6. **Earthtender**

- **Appearance**: A rugged druid with earthy tones in his attire and a staff topped with a crystal.

- **Voice**: Calm and connected to nature.

- **Lore**: A druid deeply connected to the natural world and the protection of Waterdeep.

- **Personality/Goals**: To preserve the balance of nature and defend Waterdeep from threats.

7. **Gharl**

- **Appearance**: A sturdy dwarf with a battle-scarred appearance and a warhammer.

- **Voice**: Gruff and determined.

- **Lore**: A dwarf warrior with a strong sense of duty and combat prowess.

- **Personality/Goals**: To fight bravely and protect his comrades and home.

8. **Joy**

- **Appearance**: A charismatic bard with colorful clothing and a lute.

- **Voice**: Enthusiastic and inspiring.

- **Lore**: A bard with a mysterious past and a talent for lifting the spirits of those around her.

- **Personality/Goals**: To inspire and lead through music and storytelling.

9. **Malcar Gost**

- **Appearance**: A shadowy figure with a dark cloak and a mysterious aura.

- **Voice**: Mysterious and enigmatic.

- **Lore**: A character with unknown motives and a hidden past.


- **Personality/Goals**: His goals are unclear, adding an element of mystery to the story.

10. **Vajra Safahr**

- **Appearance**: A skilled warrior with armor and weapons that show signs of many battles.

- **Voice**: Focused and determined.

- **Lore**: A warrior with a complex history and a strong sense of justice.

- **Personality/Goals**: To fight for what is right and protect the innocent.

THINGS OF THE PAST:

old Waterdeep coinage, such as dragons (gold), shards (silver), and nibs (copper).

Goliaths

1. Gorash Ironfist: A male goliath known for his incredible strength and imposing presence.
Gorash is a blacksmith who crafts the finest weapons and armor in Waterdeep. He is stoic and
honorable, always willing to help those in need.

2. Thara Stonebreaker: A female goliath and a renowned warrior. Thara leads a group of
adventurers and is known for her bravery and tactical genius. She is fiercely loyal to her friends
and has a deep connection to the land.

Humans

1. Amphail the Just: A male human who served as War Lord of Waterdeep for a brief period in
940 DR. Amphail was known for his fairness and dedication to justice. He fought valiantly in
the Second Trollwar but ultimately fell in battle.

2. Laeral Silverhand: A female human and one of the most powerful mages in Waterdeep. Laeral
is the Open Lord of Waterdeep and a member of the Lords' Alliance. She is wise,
compassionate, and fiercely protective of her city.

High Elves

1. Eldrin Leafwalker: A male high elf and the High Ranger of the Shrines of Nature. Eldrin is a kind
and wise leader who has a deep connection to the natural world. He is dedicated to preserving
the balance between civilization and nature.

2. Aelar Starwhisper: A female high elf and a renowned scholar. Aelar is the head of the Arcane
Academy in Waterdeep and is known for her vast knowledge and innovative research. She is
curious, intelligent, and always eager to learn more.
THINGS TO AVOID:

Include stat blocks for all listed

Here are the stat blocks for the trolls and related creatures listed earlier:

Forest Troll

Large Giant, Chaotic Evil

 Armor Class: 15 (natural armor)

 Hit Points: 84 (8d10 + 40)

 Speed: 30 ft.

 STR: 18 (+4)

 DEX: 13 (+1)

 CON: 20 (+5)

 INT: 7 (-2)

 WIS: 9 (-1)

 CHA: 7 (-2)

 Skills: Perception +2

 Senses: Darkvision 60 ft., Passive Perception 12

 Languages: Giant

 Challenge: 5 (1,800 XP)

 Keen Smell: The troll 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.

 Actions: Multiattack (The troll makes three attacks: one with its bite and two with its claws),
Bite (Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage),
Claw (Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
damage).

Hill Troll

Large Giant, Chaotic Evil

 Armor Class: 15 (natural armor)

 Hit Points: 126 (14d10 + 70)


 Speed: 30 ft.

 STR: 19 (+4)

 DEX: 10 (+0)

 CON: 20 (+5)

 INT: 6 (-2)

 WIS: 8 (-1)

 CHA: 6 (-2)

 Skills: Perception +2

 Senses: Darkvision 60 ft., Passive Perception 12

 Languages: Giant

 Challenge: 6 (2,300 XP)

 Keen Smell: The troll 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.

 Actions: Multiattack (The troll makes three attacks: one with its bite and two with its claws),
Bite (Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage),
Claw (Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing
damage).

Frost Troll

Large Giant, Chaotic Evil

 Armor Class: 15 (natural armor)

 Hit Points: 126 (14d10 + 70)

 Speed: 30 ft.

 STR: 19 (+4)

 DEX: 10 (+0)

 CON: 20 (+5)

 INT: 6 (-2)

 WIS: 8 (-1)

 CHA: 6 (-2)
 Skills: Perception +2

 Senses: Darkvision 60 ft., Passive Perception 12

 Languages: Giant

 Challenge: 6 (2,300 XP)

 Keen Smell: The troll 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.

 Actions: Multiattack (The troll makes three attacks: one with its bite and two with its claws),
Bite (Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage),
Claw (Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing
damage).

Troll Berserker

Large Giant, Chaotic Evil

 Armor Class: 15 (natural armor)

 Hit Points: 180 (18d10 + 90)

 Speed: 30 ft.

 STR: 20 (+5)

 DEX: 10 (+0)

 CON: 20 (+5)

 INT: 6 (-2)

 WIS: 8 (-1)

 CHA: 6 (-2)

 Skills: Athletics +7, Intimidation +2

 Senses: Darkvision 60 ft., Passive Perception 10

 Languages: Giant

 Challenge: 8 (3,900 XP)

 Keen Smell: The troll 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.
 Actions: Multiattack (The troll makes three attacks: one with its bite and two with its claws),
Bite (Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage),
Claw (Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing
damage).

You might also like