b'Troll, Desert \n'b'  Family:   Troll  \n'b'  Large   giant ,  chaotic evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  105 (10d10 + 50)  Speed  30 ft., burrow 30 ft.\n'b' STATS STR: 20 (+5) DEX:  13 (+1)  CON:  20 (+5)  INT:  9 (-1)  WIS:  12 (+1)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +4,  Stealth  +4  Damage Immunities  fire  Senses   darkvision  60 ft., passive  Perception  14  Languages  Common, Giant  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'\n'b'  Desert Camouflage . The desert troll has advantage on  Dexterity  ( Stealth ) checks made to  hide  in desert terrain. \n'b'  Erupt . If the desert troll burrows at least 15 feet straight toward a creature, it can burst out of the ground, harming those above it. Each creature in its space when it erupts must make a DC 16  Strength  saving throw. On a failure, the creature takes 10 (3d6) bludgeoning damage, is pushed out of the troll\xe2\x80\x99s space, and is knocked  prone . On a success, the creature takes half the damage and is pushed out of the troll\xe2\x80\x99s space, but isn\xe2\x80\x99t knocked  prone . \n'b'  Keen Smell . The desert troll has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Regeneration . The troll regains 10  hp  at the start of its turn. If the troll takes acid 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'  Water Susceptibility . The desert troll takes 1 acid damage for every 5 feet it moves in water or for every gallon of water splashed on it. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The desert troll makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 8 (1d6 + 5) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) slashing damage. \n'b'\n'b' About \n'b' The creature rising from the sand stands to a towering height, its knobbled flesh blending with the parched ground. Its long arms flex, bringing up iron-hard claws. \n'b' Desert trolls, uniquely suited to survive in their wasteland environment, are stout and bulky with skin cracked and hardened like parched earth. They are more intelligent than their cousins, and their temperament allows them to curb their evil impulses with subtlety and patience. As such, they can even assimilate successfully into civilized society, living and working in major cities and other settlements. \n'b'  Lurkers in Sand and Rock . More cunning than standard trolls, desert trolls revel in surprising their foes with sudden ambushes from beneath the sand. Their hardened claws allow them to tunnel through earth and sand, and their coloration suits them to blending with desolate surroundings. Civilized desert trolls often take up trades that allow them to leverage their burrowing, such as construction or grave digging. \n'b'  Born of Fire, Death in Water . Unlike most creatures who live in parched wastes, desert trolls have no need of water at all. Quite to the contrary, water is the bane of these creatures, dissolving their flesh and bones like acid. Many adventurers have met a sudden end by falling back on old standbys to defeat trolls, only to die shocked as their fire and oil slide harmlessly off the desert troll\xe2\x80\x99s stony flesh.'