b'Troll, Gutter \n'b'  Family:   Troll  \n'b'  Medium   giant ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  75 (10d8 + 30)  Speed  30 ft., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX:  16 (+3)  CON:  16 (+3)  INT:  7 (\xe2\x80\x932)  WIS:  11 (+0)  CHA:  7 (\xe2\x80\x932)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +2,  Stealth  +5  Condition Immunities   poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages  Giant  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The troll can breathe air and water. \n'b'  Keen Smell . The troll has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Fey Origins . The first gutter troll is said to have spawned from a troll slain in battle with the Toad King, one of the fey animal lords. The troll took a big bite out of the Toad King before the animal lord and his servants took it down. The fey-touched flesh the troll had swallowed changed when it regenerated, and it returned to life as a toad-like, wart-covered gutter troll. Like frogs and toads, gutter trolls cannot  attack  the Toad King if they encounter him, unless magically compelled. \n'b'  City Dwellers . Although gutter trolls can still sometimes be found dwelling in swamps and bogs or near riverside villages, they are most common in cities and towns where they can find more plentiful food. Cowards at heart, the trolls avoid drawing unwanted attention from city authorities by hunting their prey in the worst parts of town, where beggars and street urchins regularly go missing. \n'b'  Sticky Tongues and Psychoactive Sweat . Gutter trolls are stealthy hunters, emerging from ditches or sewers, grabbing victims with their long sticky  tongues , and dragging their prey down into their lairs. Their warty skin secretes sweat with psychoactive properties, which weaken the victim\xe2\x80\x99s ability to fight back. \n'b'  Psychoactive Sweat . Any creature that starts its turn within 5 feet of the troll must succeed on a DC 13  Constitution  saving throw or be  poisoned  until the start of its next turn. \n'b'  Regeneration . The troll regains 10  hp  at the start of its turn. If the troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the troll\xe2\x80\x99s next turn. The troll dies only if it starts its turn with 0  hp  and doesn\xe2\x80\x99t  regenerate . \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The troll makes one Bite  attack  and two Claw attacks. It can replace its Bite  attack  with a Sticky Tongue  attack . \n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 9 (2d4 + 4) slashing damage. \n'b'  Sticky Tongue .  Melee Weapon Attack : +6 to hit, reach 20 ft., one target.  Hit : 7 (1d6 + 4) bludgeoning damage, and the target must succeed on a DC 14  Strength  saving throw or be pulled up to 15 feet toward the troll. \n'b'\n'b' ABOUT \n'b' A hunched figure climbs out of the ditch and creeps slowly down the street. It has a toad-like face, drab leathery skin covered in warts, and webbed feet. Its hands end in long, razor-sharp claws. \n'b' Standing just over six feet tall, gutter trolls are smaller, toad-like cousins of the common troll. They make their homes in sewer tunnels beneath cities or under city bridges, creeping out at night to prey on the local population.'