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
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.
*
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.
*
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.
*
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.
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
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.
*
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.
*
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.
*
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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