# Trollkin Ironmonger

*Medium* *Humanoid* *neutral*

- **Armor Class:** 19 (plate)
- **Hit Points:** 105 (14d8+42)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** [Tome of Beasts 3](https://koboldpress.com/kpstore/product/tome-of-beasts-3-for-5th-edition/) page 376

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 18 (+4) | 13 (+1) | 17 (+3) | 11 (+0) | 12 (+1) | 9 (-1) |

- **Skills:** perception +1
- **Senses:** darkvision 60', passive Perception 11
- **Languages:** Common, Trollkin

### Special Abilities

- **Regeneration:** Gains 3 hp at the start of its turn. If the trollkin takes acid or fire this ability doesn't function at the start of its next turn. It dies only if it starts its turn with 0 hp and doesn't regenerate.
- **Thick Skin:** Its skin is thick and tough granting it a +1 bonus to Armor Class (already factored into its AC).

### Actions

- **Multiattack:** One Greatsword attack and two Slam attacks or it makes three Throwing Axe attacks.
- **Greatsword:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 11 (2d6+4) slashing damage.
- **Slam:** Melee Weapon Attack: +7 to hit, 5 ft., one target, 8 (1d8+4) bludgeoning damage.
- **Throwing Axe:** Melee or Ranged Weapon Attack: +6 to hit 5 ft. or range 30/60' one target 7 (1d6+4) slashing damage.

### Reactions

- **Impregnable Counter:** When a creature within 5 ft. of the ironmonger misses a melee attack vs. it the attacker must make DC 15 Str save or be knocked prone.


