Level Up (A5E) A Leveled-Up Bestiary: Volume Two

Faolyn

(she/her)
This next article is a Dragon’s Bestiary subtitled “Those Terrible Trolls.” I’m very glad trolls wasn’t spelled with a Z, because then it would sound like it was written by you-know-who. These trolls may be Chaotic Evil, but they’re not a bunch of bigoted jerks.

So anywhere, here are four troll variants. The first is the psychic phaze (sic) troll (for the longest time, I thought sic stood for “spelled incorrectly”). Then we have the nearly-undead gray troll. Tolkienesque trolls turn to stone in sunlight, and while D&D trolls traditionally don’t, we have the pre-petrified stone troll. And since trolls are famously vulnerable to fire, it makes sense to turn that idea on its head with the fire troll. Is it just me, or as trolls as bad as elves, giants, and dragons when it comes to variations?

Troll Variants
Dragon’s Bestiary, Dragon Magazine #199
Creatures by Alec Baclawski; art by Mark Nelson

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Variant: Phaze Troll
These trolls were exposed to the magical energies of the deepest parts of the Underland. They are short creatures, rarely more than five feet in height. They are thin and highly muscled, and covered in deep, violet or blue skin. Far more importantly, they are highly intelligence beings, and have awakened psychic powers as well. Although fully equipped with razor-sharp teeth and claws, they prefer using weapons, especially weapons that allow them to extend their reach.

Due to their high intelligence and innate psionic ability, it’s not uncommon for phaze trolls to become the leaders of their clans—or at least, the leader behind the leader. Their leadership is usually a singular occasion, as the vast majority of phaze trolls are sterile, and their reigns only last until one of their stronger brethren becomes brave enough to fight back.

The phaze troll is CR 4 and has 76 (8d8+40; bloodied 38) hit points. It is Medium, its Intelligence is 14 (+2), and its Charisma is 13 (+1). It has darkvision to a range of 120 feet. It has the following new trait:

Psionic Spellcasting. The troll’s spellcasting trait is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible), produce flame
3/day each: blur, command, enhance ability, mirror image, misty step,
1/day each: alter self, confusion, detect thoughts, greater invisibility, levitate

The troll also gains the following new actions:

Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) slashing damage.

Blur (2nd-Level; V, Concentration). The phaze troll's form is blurred for 1 minute. Attack rolls against it are made with disadvantage unless the attacker has senses that allow them to perceive without sight or to see through illusions (like blindsight or truesight).

Command (1st-Level; V). One living creature within 60 feet that the phaze troll can see and that can hear and understand it makes a DC 12 Wisdom saving throw. On a failure, the target uses its next turn to move as far from the phaze troll as possible, avoiding hazardous terrain.

Confusion (4th-Level; V, S, M, Concentration). Each creature within 10 feet of a point the phaze troll can see within 120 feet makes a DC 12 Wisdom saving throw, becoming rattled until the end of its next turn on a success. On a failure, a creature is confused for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Greater Invisibility (4th-Level; V, S, Concentration). The phaze troll or a creature it touches is invisible for 1 minute.

Mirror Image (2nd-Level; V, S). Three illusory copies of the phaze troll are created for 1 minute. Each time the phaze troll is targeted by an attack, roll a d20; on an 6 or higher (if there are three copies, 8 or higher (if there are two copies), or 11 or higher (if there is one copy), the copy is targeted (AC 11) and is destroyed. Attacking creatures that have truesight, cannot see, have blindsight, or rely on other nonvisual senses are unaffected by this spell.

Produce Flame (Cantrip; V, S). Ranged Spell Attack: +4 to hit, range 30 ft, one target. Hit: 9 (2d8) fire damage.


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Variant: Gray Troll
Gray trolls are the result of a normal troll being drained of all life by an undead, but still managing to hold on long enough to regenerate. Forever on the cusp of undeath and shunned by their former families, they wander the dark places alone, consumed by a ravenous hunger no meat can satisfy. Their skin is a papery, translucent gray and its eyes are flickering blue-white flames that dance in the deep pits it has for eye sockets. When a gray troll finally dies for go, its body shrivels and crumbles into ash.

The gray troll is CR 6 (2,300 XP). It is immune to acid, cold, and lightning damage but vulnerable to fire damage. It has darkvision to a range of 120 feet and has the following new trait:

Sunlight Weakness. When the troll ends its turn in sunlight, it takes 20 radiant damage, its Regeneration trait doesn’t function on its next turn, and it can’t use its Misty Form action.

It’s bite attack has been altered.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing plus 7 (2d6) poison damage, and the target must make a DC 16 Constitution saving throw or contract a disease, Grey Troll Sleep. While diseased, the creature is poisoned. 1d4 hours after contracting the disease, the target must make a second DC 16 Constitution save or fall unconscious. Terrifying dreams haunt the target’s sleep. Each day at midnight, the target must make a new saving throw. On a failure, its hit point maximum is reduced by 11 (2d10). If the effect reduces the target’s hit point maximum to 0, the target dies.

It also has the following new action:

Misty Form (1/day). The troll transforms into mist for 1 minute. As mist, it has a flying speed of 30 feet, can’t speak, can’t take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. It can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Anything its carrying transforms with it.

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Variant: Stone Troll
Perhaps these trolls arose when one is forced to eat nothing but earth elementals, or from a union of troll and earth elemental, or simply hailed from the Plane of Earth entirely. Whatever the case, these trolls are blocky, rocky beings with tremendous, mole-like claws who tower over even regular trolls. They eat gemstones and ores in addition to regular meat.

The stone troll is CR 7 (2,900 XP) and has 105 (10d10+50; bloodied 52) hit points. It’s AC is 17, its Strength is 22 (+6), it doesn’t have the Severed Limbs trait, and it is resistant to cold, fire, and lightning damage, and to damage from piercing and slashing weapons, and is immune to the paralyzed and petrified conditions. Its claw attack inflicts 13 (2d8+4) slashing damage. Its Regeneration trait has been altered:

Regeneration. The troll regains 5 hit points at the start of its turn. If the troll takes acid damage, this trait doesn’t function on its next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate.

It also has the following new action, which it may use in place of a claw attack:

Throw Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. Hit: 20 (4d6+6) bludgeoning damage.

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Variant: Fire Troll
Living in volcanoes and swimming through magma vents, fire trolls have smooth, blood-red skin and glowing yellow eyes. They are shockingly agile and amble to flow through even small openings like their namesake.

The fire troll has Dexterity 17 (+3), a swim speed of 30 feet, it doesn’t have the Sever Limbs trait, is immune to fire and acid damage, and is vulnerable to cold damage. Its regeneration trait doesn’t work if it takes cold or lightning damage. It has the following new trait:

Acid Blood. A nonmagical piercing or slashing weapon made of metal that hits the rust monster corrodes after dealing damage, taking a permanent -1 penalty to damage rolls per hit. If this penalty reaches -5, the weapon is destroyed. Metal nonmagical ammunition is destroyed after dealing damage.

It also has the following actions:

Spit Magma (Recharge 5-6). The troll spits a glob of magma at a creature within 60 feet. The creature must make a DC 14 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save or half as much on a successful one.

Drink Lava (1/day): If the troll is within 5 feet of a pool of magma, it can use its action to drink from the pool and regain 30 hit points.
 
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Super cool stuff, as always!!
The stone troll is CR 7 (2,900 XP) and has 105 (10d10+50; bloodied 52) hit points. It’s AC is 17, its Strength is 22 (+6), it doesn’t have the Severed Limbs trait, and it is resistant to cold, fire, and lightning damage, and to damage from piercing and slashing weapons, and to the paralyzed and petrified conditions.
Resistance against conditions is not defined in the core rules IIRC.
Do you mean immunity, perhaps? Or does it have advantage on save vs paralysis and petrification effects?
 


Faolyn

(she/her)
Here’s some giant animals for you. And not just any giant animals: giant Cambrian animals. Dinos are cool, ain’t gonna deny that, but I love the weirdness of the Cambrian Period. This article has stats in both AD&D and Amazing Engine’s Bughunters game, which is a game I know absolutely nothing about. I’m not sure I’ve ever even seen a copy, not even back in the day at my FLGS. Judging by the article, it seems to be about hunting alien monsters on alien planets. Anyone play it?

The real joy of the animals of the Cambrian Period is that you can very easily change the monster type to aberration and nobody would know the difference. That’s how weird they were. Sure, they’re not magical or psychic, but not everything aberrant has to be.

I’m doing four of these animals: the Opabinia regalis, Hallucigenia sparsa, Anomalocaris canadensis, and Wiwaxia corrugata. These links are for the Burgess Shale website, where these creatures’ fossil remains were found, and each of those pages includes a nice little animation of how such creatures would have moved.

In real life, anomalocaris was an apex predator that measured a mighty 1’3” long, while the bizarre hallucigenia was barely over an inch long. Obviously, these are giant versions of those creatures so aforementioned Anomalocaris has been enbiggened to a 80 feet long. It’s a cool creature to use in a deep-sea adventure where you need to always have a bigger fish arthropod on hand, and it’s a great substitute for the standard-issue sea serpents or kraken.

Fun fact: Anomalocaris means “not like other shrimp,” which makes me imagine it posts obnoxious pictures to Instagram.

This article contains a bit of outdated information; I’ve tried to correct it where possible. For example, the prevailing belief about hallucigenia at the time of publishing is that it had a big, rounded blob for a head, walked on long, rigid spike-legs, and had a series of mouth-tipped tentacles along its back. The current believe flips them upside down. The blob is a stain commonly associated with soft creatures fossilizing; the tentacle-mouths were actually blunt legs—one of the markers that indicates that they’re in the same phylum as modern velvet worms—and the spikes were, well, spikes that protected its back.

Unfortunately (unfortunate for sadistic Narrators, I mean), this bit of Science Marching On means that the Level Up hallucigenia does not get the seven pincer-tipped tentacle attacks that do 1d4 damage each, or to trample with fourteen spikes that do 1d8 damage each anymore, and their anatomy is no longer suitable for a tail constrict. Yes, that was each round. So to make up for that, I made them live up to their name and gave them a hallucination-causing venom.

I also decided to take wiwaxia out of the water, mostly because the article’s artwork made them look like very large, spiky tribbles to me. So now they can be a nuisance on land as well as in the see. Anyway, AD&D used to have giant land urchins, so there’s precedent.

Giant Cambrian Animals
Creatures That Time Forgot, Dragon Magazine #204
Creatures by Gregory W. Detwiler; art by Tony DiTerlizzi

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The anomalocaris is a tremendous, aggressive crustacean, eighty feet from tip to tail. They are native to shallow oceans, where they prey on large fish and octopuses—and on merfolk and sea elves. An anomalocaris’ bullet-shaped body is lined with undulating fins, and its head sports two long, spiked, curling limbs, which they use to grab their prey—cold- and warm-blooded alike, and transfer them to their circular maw, where they are swallowed whole. Those who are swallowed don’t have to contend with stomach acids but with a gullet lined with row upon row of grinding teeth.

Climate/Terrain: temperate, subtropical, tropical; coast, ocean.

Anomalocaris
Gargantuan beast
; Challenge 11 (7,200 XP)
AC
16 (natural armor)
HP 170 (11d20+55)
Speed 0 ft., swim 50 ft.

STR 27 (+8) DEX 8 (-1) CON 20 (+5)
INT 2 (-4) WIS 12 (+1) CHA 4 (-3)

Proficiency +4; Maneuver DC 20
Skills Perception +9
Senses tremorsense 120 ft., darkvision 60 ft., passive Perception 19
Languages

Aquatic. The anomalocaris breathes only water

Feel The Currents. The anomalocaris' tremorsense only works underwater.

Actions
Multiattack.
The anomalocaris makes two claw attacks and one bite attack.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (3d10+8) piercing damage. If the target is a Large or smaller creature grappled by the anomalocaris, and the anomalocaris has not swallowed anyone else, the target is swallowed. A swallowed creature is blinded and restrained, it has total cover from attacks from outside the anomalocaris, and it takes 10 (3d6) slashing damage and 10 (3d6) acid damage at the start of each of the anomalocaris’ turns.

If a swallowed creature deals 30 or more damage to the anomalocaris in a single turn, or if the anomalocaris dies, the anomalocaris vomits up the creature.

Claw. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (3d6+8) bludgeoning damage, and the target is grappled (escape DC 20). The anomalocaris has two claws and can grapple one creature in each.

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Capable of leaving the water for short periods of time to hunt on the coastlines, hallucigenias vaguely resemble 25-foot long velvet worms, with seven pairs of long, blunt legs that raise it to over eighteen feet tall—and they’re made even taller by a double line of huge spikes that line its back. Its head is little more than a mouth and pair of small eyes at the end of its neck, and it has six long, stinging tendrils just in front of foremost limbs. They are vicious predators of both sea and land.

Climate/Terrain: temperate, subtropical, tropical; coast, ocean.

Hallucigenia
Huge Type
; Challenge 6 (2,300 XP)
AC
15 (natural armor)
HP 108 (12d12+30; bloodied 54)
Speed 30 ft., swim 20 ft.

STR 19 (+4) DEX 10 (+0) CON 17 (+3)
INT 2 (-4) WIS 11 (+0) CHA 5 (-3)

Proficiency +3; Maneuver DC 15
Skills Perception +3
Senses tremorsense 30 ft., passive Per 13
Languages

Feel The Currents. The hallucigenia’s tremorsense only works underwater.

Limited Amphibiousness. The hallucigenia can breathe both air and water. When breathing air, it must immerse itself in water once every 4 hours or begin to suffocate.

Actions
Multiattack.
The hallucigenia makes two attacks: one with its bite and one with its tendrils.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) piercing damage.

Tendrils. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) piercing damage and the target must make a DC 14 Constitution saving throw against being poisoned. On a failure, the target is confused for 1 minute. It may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

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Giant opabinias are creatures not unlike segmented worms, with fifteen paddle-limbs that double as gills. They have five stalked eyes and a long proboscis which it uses in the same ways that elephants use their trunks, but which also ends in a toothed pincer used to attack. They swim in shallow oceans, hunting for prey; they normally limit themselves to whatever they can find on the ocean floor. However, they also lie in ambush, using their limited chromatophores to blend into the sandy bottom where they wait for larger air-breathing creatures to approach, and then use their long, strong proboscis-pincer to grab onto such a creature and drag it under the water, holding it there until it drowns.

Climate/Terrain: temperate, subtropical; ocean

Opabinia
Medium beast
; Challenge 1/8 (25 XP)
AC
12 (natural armor)
HP 11 (2d8+2; bloodied 5)
Speed 10 ft., swim 20 ft.

STR 14 (+2) DEX 10 (+0) CON 12 (+1)
INT 2 (-4) WIS 12 (+1) CHA 5 (-3)

Proficiency +2; Maneuver DC 12
Skills Perception +3; Stealth +2 (+1d4)
Senses tremorsense 30 ft., passive Perception 14
Languages

Aquatic. The opabinia only breathes water.

Feel The Currents. The opabinia’s tremorsense only works underwater.

Actions
Pincher.
Melee Weapon Attack; +4 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) damage and the target is grappled (escape DC 12) and pulled 5 feet towards the opabinia.

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Wiwaxias resemble three-foot-long, highly mobile sea urchins, although they are as home on the land as they are in the water. Their scales range in color from dark steel to dark bronze colored, leading many to incorrectly believe they are made out of metal; they’re actually more like an armored slug. They do have a very tough hide, though. For the most part, wiwaxia are harmless grazers, feeding on moss, decaying leaves, tree bark, and any tiny insects that happen to get in their way, but they can deliver a nasty bite to anyone who tries to harm it, and they can rotate their spikes somewhat, allowing them an extra measure of defense against attackers.

Climate/Terrain: temperate, subtropical, tropical; cavern, coast, forest, jungle, ocean

Wiwaxia
Small beast
; Challenge 1/8 (25 XP)
AC
14
HP 3 (1d6)
Speed 20 ft., climb 20 ft., swim 20 ft.

STR 5 (-3) DEX 10 (+0) CON 10 (+1)
INT 2 (-4) WIS 10 (+0) CHA 4 (-3)

Proficiency +2; Maneuver DC 10
Senses tremorsense 30 ft., passive Perception 10
Languages

Amphibious. The wiwaxia breathes both air and water.

Spiky. A creature that hits the wiwaxia with a melee attack while within 5 feet of the wiwaxia takes 3 (1d6) piercing damage.

Actions
Bite.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
 
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Tendrils. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) piercing damage and the target must make a DC 14 Constitution saving throw against being poisoned or be confused for 1 minute. It may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
Is it meant to be poisoned and confused?
 


It mean that the poison causes the confused effect, so if you have a trait that gives you a bonus to your saves against poison, you can use it here.
could it just be something like "the target must make a DC 14 Constitution saving throw against being poisoned for 1 minute. A creature poisoned this way is also confused".
 

Faolyn

(she/her)
could it just be something like "the target must make a DC 14 Constitution saving throw against being poisoned for 1 minute. A creature poisoned this way is also confused".
Because on a failure, you don't take the poisoned condition. You just are confused.

I did just rewrite that sentence in a way that I hope is less ambiguous.
 

Because on a failure, you don't take the poisoned condition. You just are confused.

I did just rewrite that sentence in a way that I hope is less ambiguous.
i think the clearest way would be "the target must make a DC 14 Constitution saving throw. On a failure, the target is confused for 1 minute, or poisoned for 1 minute instead on a success."
 

Faolyn

(she/her)
i think the clearest way would be "the target must make a DC 14 Constitution saving throw. On a failure, the target is confused for 1 minute, or poisoned for 1 minute instead on a success."
Except they don't get poisoned; the confusion is delivered in a venom so it's resisted as if it were a poison.
 

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