b'Troll, Swamp \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., swim 30 ft.\n'b' STATS STR: 18 (+4) DEX:  13 (+1)  CON:  21 (+5)  INT:  8 (-1)  WIS:  10 (+0)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +4  Senses   darkvision  60 ft., passive  Perception  13  Languages  Giant  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'\n'b'  Keen Smell . The swamp troll has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Overwhelming Stench . Creatures that start their turn or move within 5 feet of the swamp troll must succeed on a DC 15  Constitution  saving throw or become  poisoned . The creature can repeat the saving throw at the start of each of their turns, ending the effect on itself on a success. If the creature stays at least 10 feet away from the swamp troll for an entire round they automatically succeed on saving throws to end the effect. After a successful saving throw, a creature is immune to the swamp troll\xe2\x80\x99s stench for 24 hours. \n'b'  Regeneration . The swamp troll regains 10  hit points  at the start of its turn. If the swamp troll takes acid or fire damage, this trait doesn\xe2\x80\x99t function at the start of the swamp troll\xe2\x80\x99s next turn. The swamp troll dies only if it starts its turn with 0 hit points and doesn\xe2\x80\x99t  regenerate . \n'b'  Swamp Camouflage . The swamp troll has advantage on  Dexterity  ( Stealth ) checks made to hide while in swamps or murky water. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The swamp troll makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) slashing damage. \n'b'\n'b' About \n'b' Able to wait under water almost indefinitely, swamp trolls are a menace in any wetland, and travelers are wise to be cautious around any body of water too deep or murky to see the bottom. \n'b' They are particularly dangerous in swamps, or areas of stagnant water, where they blend with the murk and algae. \n'b' Swamp trolls\xe2\x80\x99 preferred method of dispatch is drowning, although their bite and claws work just as well. Their rubbery hide is difficult for weapons to find purchase on, and is armored with scales around the joints.'