Shellycoat

Despite being short and squat, this creature’s relationship with a troll is undeniable. The kinship is most notable in the long arms and thick, pebbly hide.

Long Handed and Toad-like. The shellycoat is a warped and spiteful creature also called the Iamh fada, or “long hands,” and they are frequently referred to as bridge trolls. Despite being fey, they are distantly related to true trolls. Unlike those tall, lanky creatures, a shellycoat is dwarfish and toad-like, with short, bent, legs and freakishly long arms with swollen, distended joints. It can further dislocate and stretch these joints to alarming lengths.

Bridges and Pools. The shellycoat can be found in abandoned wells or behind waterfalls, in deep tide pools, or beneath the ice of frozen ponds, but their preferred haunt has always been under bridges. They are most active during nighttime and on heavily overcast days, because of their mortal dread of sunlight.

A shellycoat’s favored tactic is to lie in wait under the water or ice (or bridge) and surprise its prey. It strikes outward or upward from its hiding place to snatch children, livestock (preferably goats), and lone travelers or fishermen. Prey is dragged down to the shadows and water to be robbed and devoured.

Shining Garments. A shellycoat will always have fashioned for itself a coat, cloak, or shirt of colored pebbles, glass, and polished river shells. These adornments are crude but beautiful and sometimes magical.

Shellycoat

Medium fey, neutral evil

Armor Class 14 (natural armor)

Hit Points 75 (10d8 + 30)

Speed 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 13 (+1) 9 (-1) 7 (-2)

Skills Perception +1, Stealth +4

Condition Immunities charm, unconsciousness

Senses Darkvision 60 ft., passive Perception 11

Languages Giant, Sylvan

Challenge 2 (450 XP)

Innate Spellcasting. The shellycoat can cast the following spells innately, requiring no components:

1/day each: Darkness, Fog Cloud

1/day (if in possession of its coat): Water Breathing

Regeneration. The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn’t function at the start of the monster’s next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Stealthy Observer. The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing.

Sunlight Sensitivity. The shellycoat becomes Petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight.

Actions

Multiattack. The shellycoat makes one bite attack and one claws attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is Grappled (escape DC 13), Restrained, and Poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.