minerals. A rock troll's body might be made of any variety of stone that one might find in the mountainous regions they call home, and in fact, their teeth are most often made of solid diamond, a fact that sometimes causes these creatures to be "poached" by treasure seekers who catch wind of this closely-guarded secret. An interesting trait of rock trolls is that their brains are always comprised of some kind of silicate, and as such, their potential intelligence varies widely according to temperature. Where rock trolls are reasonably intelligent in the cool slimes of their mountain homes, they become increasingly intelligent in freezing temperatures that might kill them. Likewise, in sweltering heat, rock trolls are known to become completely feral. ___ ___ > ## Rock Troll >*Large elemental, variable* >___ >**Armor Class** 17 (natural armor) >**Hit Points** 115 (11d10 + 55) >**Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|19 (+4)|12 (+1)|21 (+5)|9 (-1)|13 (+1)|8 (-1)| >___ >**Skills** Perception +4 >**Damage Vulnerabilities** acid, thunder >**Damage Resistances** lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks >**Condition Immunities** petrified >**Senses** passive Perception 14 >**Languages** Common, Terran >**Challenge** 8 (3,900 XP) >___ > >***Silicon Brain.*** The rock troll's intelligence increases and decreases with temperature, as its silicon brain becomes more or less conductive. For every 10 degrees the ambient temperature drops below 70 degrees Fahrenheit†, the troll's intelligence score increases by 2. Likewise, for every 10 degrees the ambient temperature increases above 50 degrees, the troll's intelligence score decreases by 3 (minimum 1). If the troll's intelligence score is decreased to 1 or below, it is paralyzed until it increases above 1. > At the start of each of the troll's turns, its intelligence score decreases by 2 for every 10 fire damage it has taken since the end of its last turn. Likewise, its intelligence score increases by 2 for every 10 cold damage it has taken since the end of its last turn. > > If at the start of the troll's turn, it has taken neither cold or fire damage, its intelligence score changes by up to 2 closer to its starting value. > >***False Appearance.*** While the troll remains motionless, it is indistinguishable from a collection of normal rocks. > >***Rock Resistances.*** The troll has advantage on saves against being paralyzed, poisoned, or put to sleep. > >***Seige Monster.*** The troll deals double damage to objects and structures. > >### Actions > >***Multiattack.*** The troll makes two attacks with its fists. > >***Fist.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 17 (2d12 + 4) bludgeoning damage. > >***Diamond Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage. The target receives no benefit to its AC against this attack from nonmagical armor. > >***"Hand" Ballista (Recharge 4–6).*** *Ranged Weapon Attack:* +4 to hit, range 120/480 ft., one target. *Hit:* 28 (5d10 + 1) piercing damage. > >***Flaming Bolt (1/Day).*** The troll over-cranks its hand ballista, causing the bolt to launch at an unfathomable speed, causing the the bolt to disintegrate into a cloud of supersonic shrapnel which bursts into flame from air friction. Each creature in a 10-foot wide, 120-foot long line from the troll must succeed on a DC 14 Dexterity saving throw or take 17 (5d6) piercing damage plus 17 (5d6) fire damage. > > >*†50 degrees F ≈ 10 degrees C >±10 degrees F ≈ ±5 degrees C* \pagebreak ### Hydroid Krasis *Suggested by redditor /u/ShawshankHarper, who tagged me in [this reddit thread](https://redd.it/abue2z) about a Magic the Gathering card from an upcoming Ravnica release.* The Hydroid Krasis is a conjured creature which is used as a tool of reconnaissance and surveillance by only the most powerful and sinister of wizards. If its intended use weren't disconcerting enough, the krasis also borrows some of the most frightening features of the infamous hydra. Its many heads allow it to see in all directions, and careless destruction of them only leads to them multiplying, consequently making the creature even stronger and more dangerous. Only by carefully attacking the creature from afar with fire can one avoid the full wrath of its many heads, however doing so also incurs another different risk. One of the unique features of a hydroid krasis is its ability to mimic the spells used against it. The creature's natural inquisitive attraction to magic causes it to carefully observe hostile magic users in an attempt to intuit and recreate their spells for its own use. This ability also makes them even more valuable to their conjurers, as these learned spells can potentially be studied in turn by their masters.