Large Troll, Tamed Beast, Chaotic Evil
One of the cornerstone parts of any Goblin army or military is the presence of Trolls. They offer the brutal and savage element to their enforcers and when unleashed, are the spotlight of every battle they happen to be in. Humans, Dwarfs, Elves, and even their cousins in the Goblins and Orcs still fear them. Gnomes and Halflings respect their distance between the common troll and seek to maintain a gap. Occasionally, when a Troll goes hungry, their bloodlust breeds and attitude sowers. The saying more common than the Trolls themselves goes, "Never anger a hungry Troll, you never know which side you'll come out of." In combat, a common Troll is an excrutiating, annoying, and otherwise unpleasant creature while being fought. They are not to be messed with and should be taken seriously regardless of conditions; as without an acknowledgement to their name and the threat they represent, a Troll is more than capable of great harm. Trolls experience mood changes frequently, and should be watched at all available times. There is a reason that Trolls are kept on leashes by Goblins and Orcs. Trolls are Level II Irithi. Gear: Greatclub
Hatred. (Evil) While Trolls are relatively easy to tame for a time, they are not unreserved in the sheer quantity of spit within their souls, usually directed at mortal species or the undead.
Family Tree. (Creation) A Troll is more likely to cooperate with the species that they are most familiar with, which is usually other Goblins and Orcs.
Hunger. (Chaotic) In contrast to their perfect world, the lack of nutritional replenishment ensures the possibility that a Troll's stability would begin to wane and falter.
A typical Troll would be found in forests, plain grasslands, hilly areas, and riverbanks. Occasionally they can be seen in urban environments in relation to Irithi territory, although it is less common as they are kept inside the camps of the Goblins or Orcs, which themselves are typically not in urban locations. The single best way to find a Troll would be to visit a cavern, cave entrance, or abandoned underground construction, such as a mine or a temple.
Unique Traits.
Regeneration.
At the start of its next turn, Trolls regenerate 10 hit points, as long as it hadn't taken any fire damage prior to its next turn. If the Troll has received fire damage of any amount, the regeneration trait fails.
Keen Smell.
Trolls have advantage on Wisdom (Perception) checks that rely on smell.
Greatclub. +5 to hit, single target. 5 ft. range, 12 2d8+3 Bludgeoning damage.