Trollogoth

DISCLAIMER: Before picking this race consider what downsides it might have in the society of your area, if it's a norvanstein village their won't be a orge bard walking around.

In the armies of the Defilers evil is always around, in the midst of this trolls and orges have bred together to create the monstrosities that make great generals in the Defiler army. Smarter than the average troll and stronger than any orge, these lumbering giants make a fine addition to any raiding party.

History
Troll's are giants mutated by Durzark and orges are special creations of Duzark himself. After a few years with these two races in his army, Durzark realized after a few years that his army was breeding on it's own and he admired the Trollogoths, appointing some of them as leaders in his ever growing domain.

Society
The society of the defilers is pure malice, the weak serve the strong. Power struggles are the name of the game and the way to do them doesn't matter as long as you win. Lacking any moral judgement at all the defilers mindlessly commit wicked deeds to benefit themselves holding little attachment to anything that doesn't help them.

Physical Appearance
Hulking grey almost stone like tree trunk arms. Large heads atop their broad shoulders with small eyes leering at their enemies. Sometimes bald or even small parts of black hair sit atop their heads. Their legs like stumps with elephant like feet.

Traits
Ability Score Increase:  Your Strength score increases by 2 and your Constitution score increases by 1.

Age: Trollogoths live forever never growing old.

Alignment: Trollogoths have a cunning of orges and brutish size of trolls. You can be Lawful, Chaotic or Neutral Evil.

Size: Trollogoth's are massive creatures hulking over most, standing at over 9-10 feet. Your size is Large.

Speed:  Your base walking speed is 30 feet.

Languages : You can speak Norvanstein.

Regenerative: Your skin regenerates and your organs repair themselves. You heal for half your level (rounded down) hitpoints at the start of each of your turns. If you take fire or acid damage the next turn your regenerative trait is disabled. If one of your limbs is severed by non fire or acid means you will regrow the limb over the course of days. This can include your head.

Smackdown: As an action on your turn you can slam a target you are grappling into the ground dealing 2d10+S bludgeoning damage. This damage becomes 3d10 at 7th level 4d10 at 14th level 5d10 at 17th level. Once you use this feature you must complete a short or long rest before you can use it again.

Melting Point: You take double damage from fire and acid damage types.