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101 Alternative Versions of Old Monsters


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Here are a bunch of trolls altered with material from Mutant Future (though several of the mutations are my creations):

Induce mutation, intellectual affinity (pack leader)- these trolls capture goblins and kobolds, infuse them with troll blood and use them as swordfodder. The little ones get 1/3rd strength troll regeneration but die if cut to pieces.

Animate object- stone lords can animate 4 rocks up to 50 per round. They howl and the stones roll to action.

Induce mutation, force grow plants- this is a very nasty troll because of its effects on vegetation. Its blood causes them to deform, grow massive, animate and go on a rampage. Even if the troll is beaten into submission with blunt weapons, it will bleed. Also, take a look at how abundant tree roots are and how far they travel from the trunk.

Diet change, increased strength (environmental dependence), aberrant form (xenomorphism)- these trolls have mouths in their hands and drain blood from their victims. When they feed on elves, they visibly gain muscle mass and do an additional 3d6 points of damage with their claws and bite.

Toxic weapon (narcotic)- some forms of healing potions use troll blood and if it is collected from this troll, they become addicts. Addiction to healing potions may seem funny until you look at the price (more powerful version give a stronger high) and that the potions, slowly, give the consumers troll features.

Reflective epidermis and energy ray- fire trolls absorb heat and breathe fire. Their lairs are always cold with ice on the walls. They are immune to magical fire and heat and gains a small bonus to their own flames for a few rounds after suffering such an attack. The base breath weapon does 4d6 and when augmented, 6d6 for 2d4 rounds.

Alter atomic composition- mud trolls turn metal to mud with a touch. The only difference between them and rust monsters are the trolls' fangs and claws.

Flexable skeleton- now the troll can fit through any hole it can pass its head through. It can also fold its body to hide in small spaces.

Increased balance, new movement type (climb)- a troll that can climb almost any surface and bounce around on buildings like a super.

Spiny growth, temperature control- a porcupine troll can rip off spines, heat or chill them before throwing the quills.

Parasite host, variant of light to mass- this troll grows stronger in sunlight (more HD and damage) but so do the little critters swimming around in it. If slain during the day, the tiny creatures will boil out of hit and attack the party.

Regenerative capacity (environmental dependence)- some trolls only regenerate in certain conditions. Scrags already are restricted to water but they are the tip of the iceberg. Those that require the blood of a specific race or monster, only in light or dark, only after eating or something strange like having a spell of a certain school or sphere cast on it (e.g. evocation spells only make them stronger).

Light to mass- these troll can rip off their own skin and make weapons and tools from it as long as they are exposed to sunlight (or magical radiation). Or they leave globs of bloody goo wherevery they pass. The go isn't dangerous except where it builds up- troll fens can get clogged with the stuff and it kills the plant the trolls rely on for medicine and housing (i.e. they are nomadic).

Metamorph (environmental dependence) or aberrant form (environmental dependence)- these trolls change their form when exposed to something. Day trolls are (very sneaky) goblins by night. Night trolls gains some abilities from dragons (ie half dragon template or something similar) when in moonlight. Sea scrags become massive sea serpents (use purple worm stats) when powerful storms hit the seas. Troll weres are trolls that normally look human. Only when feeding on human blood do they revert to their normal form.

Bizzare appearance (environmental dependence)- these trolls are cursed so that they are driven out of their tribes. Whenever they see holy symbols, they reek of acid and drool heavily, harming themselves (reduce their regeneration to 1 point per round). Or they grow purple fur whenever the temperature falls below freezing (it doesn't help protect them from the cold and easily mats when wet). Or they grow boney spurs when splashed with salt water (AC penalty of 2).

Aberrant form (xenomorphism), thermal vision, increased smell, loss of trait (limbs)- troll worms have no limbs and yet can move just as fast. They hunt by scent and heat and can sneak up on a person unlike a 9' tall troll. Scrag worms are a fisherman's third worst nightmare (after dragon turtles and krakens).

Aberrant form (extra body parts)- sometimes troll regeneration goes wrong. It produces extra limbs, heads, torsos or even organs (trolls with 5 eyes or extra, exterior lungs). Fortunately for the troll, it can simply tear off the extra parts if it wants to.

Flesh pocket, chemical gland (adaptive)- some intelligent trolls use simple alchemy or herbalism. This specific troll can produce minor substances and hold them in its own flesh until needed. No one expects a troll with flash powder or fire slime (it reduces fire damage by 1/4th).

Complete wing development (environmental dependance), increased balance- these trolls are found in mountain ranges. They migrate up from the valleys every spring to just above the tree line and gain functional wings at the start of summer. They do not migrate down willingly. Most end up on the valley floor after crashing as their wings degrade in the late fall. Those that remain in the mountains freeze to death come winter.

Aberrant form (gills, environmental dependance), increased vision (environmental dependance), lack of sleep- these trolls are found on land during the day and active underwater at night. Their eyes actually grow with darkness and shrink with light (though this takes an hour, so provides no benefit against blinding attacks). They travel, and lair, several miles inland and almost never are found near water while the sun is in the sky. The fish that come to the surface to hunt by starlight are favored prey, even over humanoids.

Increased strength (environmental dependance), reflective epidermis (level 1-4 arcane spells, environmental dependance), toxic weapon (activated)- magic consuming trolls, these creatures need to be exposed to large amounts of magic before their abilities kick in. They are significant pests near wizard towers and universities. After being near a spell or effect (they do not have to be targeted), the trolls' damage increased by 3d6 for each claw attack, they become immune to wizard spells below 5th level and their bite gains a 10/50 poison that only affects spellcasters or those being affected by magic (it only lasts 1 minute in the blood).

Aberrant form (xenomorphism), natural armor (variant)- some wizards use trolls to make gems. The trolls have been altered so that they excrete a layer of gemstone on their skin on the limbs and torso. This improves the trolls' armor class by 2, though few are allowed combat. In effect the trolls reduce the cost of the gems by 10-25% as the diet the trolls need to grow gems is quite expensive.

Control weather- as the troll population increases, the climate dries. As some point the desert conditions drive out the trolls and the land reverts, though usually different from what it was before due to erosion and possibly the effects of lots of trolls and people (desert dwelling races follow the trolls in a very slow migration).

Combat empathy, unique sense (5 seconds in the future)- These trolls can outfight even the most experienced monk in hand to hand combat.

Aberrant form (xenomorphism), loss of trait (regeneration, decidious)- like some frogs, fish and invertebrates, these trolls can freeze solid and survive. Come winter, they turn white and look like marble statues. Only those who hide well survive the human population until the spring as shatter trolls can not regenerate.

Aberrant form (natural weapon (decidious), xenomorphism), loss of trait (claw attacks), quickness- known as stag trolls, these creatures like like nightmarish deer. They do not have claw attacks but make this up in the summer and fall with antlers. Both sexes grow these but females (being larger than males) can grow some very lethal "horns". They are just as unrelenting as normal trolls but are much faster and most people and creatures can not outrun them.

Drone- master trolls make smaller creatures from their own flesh. These slave critters look normal on the outside but are shells filled with troll blood.

Metamorph (environmental dependance)- tar trolls are obvious as most have something sticking out of their flesh. Any weapon that hits them becomes ensnared (strength checks to pull them loose). Some of the eldest are walking troves of magical weapons.

Increased leg muscles, quickness- these trolls run almost as fast as stags but have one advantage over them. They can jump 10 times as far as a normal troll. They are almost always found on the surface as those underground tend to hit the ceiling when leaping.

Metamorph- these trolls prey on children. They make themselves look like pets or cute animals and draw the youngsters into their grasp. Fortunately they are still pretty stupid and the wary can detect their presence.

Fear generation, illusion generation- mindbender trolls drive their prey to distraction with fear and bizzare phantom images. Even those who know that they are illusions can be distracted by them because of their alien appearance.

Force grow plants (environmental dependance), drone (variant)- forest trolls rip bits of their flesh off and turn them into a aberration version of plants. Normally these organisms stay small and mostly unseen by all but druids and rangers. If a troll is slain and its blood allowed to soak into the soil, the troll plants grow into monstrous forms that slowly replace the forest around them (or fill the cavern system). Forunately forest fires keep both forms in check.
 


Reskin a unicorn by putting it into the body of a rhino. Presto! You know have either 1) A literalistic interpretation of a mythical creature, 2) a quick and dirty way to raise the CR of two common encounters, or 3) a great way to play with your players' preconceptions of the fantasy world.

This idea was shamelessly stolen from a short story by Peter S. Beagle.
 

Labyrinth Lord monsters with Mutant Future mutations

Carcass scavenger with larval form (is actually an immature giant wasp that burrows through solid rock) and neural telekinesis. It can lift 50 pounds and has a range of 30'. It uses the TK to drag prey to its tentacles.

Dragon turtle with aberrant form and reflective epidermis (heat) . This magma dwellers breathes a cloud of metallic gas (damage is 2 times its hit points). Though it comes to the surface in volcanos, most are found deep within the planet.

Dragon turtle with aberrant form and reflective epidermis (acid). These turtles dwell in giant, acidic bogs. Their breath weapon is alkaline (thus bypassing acid immunity) and does normal damage. They hide burrowed into the peat and wait for prey to walk within biting distance.

Ettin with aberrant form (extra body parts), increased balance, light step and spiny growth. This creature has four arms. When it uses all six when climbing, the creature can not fall from almost any surface. It is covered in 2' long spines and can throw four of them per round (one per hand) for 2d6 points of damage each to a range of 50'. This mutant ettin is found in mountain ranges and is notorious for chasing prey for miles, using its ability to climb to avoid most obstacles.

Fire giant with alter atomic composition. These giants turn water into oil (the flaming kind) by touch. They drink it instead of water and set up pit traps where the bottom of the pits are filled with oil (enough to do 3d10 points of fire damage per round for 5d6 rounds).

Frost giants with alter atomic composition. These giants turn stone and metal into ice by touch. Cold winters draw them south and they can wipe out cities by turning walls and buildings into ice which can not support their contents. Even metal and stone weapons that strike them are changed and do only 1/2 damage to the giants.

Stone giants with metamorph. These giants can transform into rocs. A single giant becomes a small roc, two become a large roc and three or more become a giant roc (LL p. 91). They travel all over their mountain ranges and have a much larger territory than most giants.

Stone giant with animate object. The stones the giants animate are used to make bridges, doors and to encase opponents. Treat the stones as earth elementals for stats but they have an unlimited duration.

One kind of gorgon isn't really a gorgon. It is part of the life cycle of some dragon species. The dragons lay eggs that hatch into gorgons and the gorgon's breath weapon turns living creatures into dragon eggs (plants are immune).

Another gorgon's breath weapon turns flesh to living wood. The animal then consumes the new growth.

Giant hawk with combat empathy and quickness. This bird flies faster than 100 miles per hour and can take a hovering fly while doing so. It loves shiny objects (like helmets) and moves fast enough few can track it back to its nest.

Rust monster with fire to mass and loss of trait. Instead of eating metals, this creature consumes heat. It has no antennae and feeds through its tail. Creatures that come within 10' take one point of cold damage per round. They are not immune to heat based attacks, but do have fire resistance 100. Dropping one into a volcano will cause it to overload and die.

Stirge with alter atomic composition. These birds turn stone into flesh and then feed on the blood within the flesh. The soon to be dead flesh draws scavengers, including many disease bearing species. Stone feeder stirges can be abundant enough to keep people from building "proper" cities in tropical regions.

Stirge with parasitic control. Found in huge flocks, these creatures send out a few scouts who look for herds of animals. The leaders of the herds are controlled and are used to bring the prey to the stirges.

Treant with aberrant form, bizarre appearance and reflective epidermis (heat, cold and radiation). This fungal mass protects the life found on asteroids and planetary rings. Occasionally one falls onto the surface of a planet and tries to find a way back into space. Sadly their appearance means most people treat them as some unholy horror.

Wererat with bizarre appearance, clairvoyance (the spell), natural armor and toxic weapon. This population lives in the sewers below an alchemist and heavily mutated because of all the waste chemicals they breathe. They have purple fur and bony, serated ears. Their claws contain a venom that causes victims to mutate themselves (d4 random mutations, takes d4 minutes, save versus poison to negate).

Grey ooze with magic to mass, plant growth (as spell) and induce mutation (toxic weapon). These oozes farm fungi in the underdark. They produce huge masses of mycelium that can clog tunnels and chambers by converting magic into fertilizer. If their crops are threatened, the oozes can either cause the fungi to grow and engulf (treat as a huge web spell) or turn the fungi very toxic (contact poison, save: failure means 10d8 points of damage and success means 2d6 points of damage). The oozes can defend themselves but do not eat their non-fungal victims.

Grey ooze with gigantism and induce mutation (regenerative capactity). These masses of goo are home to many other creatures. They feed only on waste products and can not digest living flesh (or feathers, scales, hair etc.). When species that are adapted to them swim within the oozes, they do not have to worry about breathing and gain the ability to heal one hit point per round. Generally the creatures that live within these oozes are vermin like stirges and cave fishers but occasionally one finds a population of goblins willing to give up metal armor (which makes swimming in the goo very difficult) in exchange for healing and a home where few predators will follow .

Giant ants with reflective epidermis (heat) and create food and water (as per spell). These massive insects have gut flora that turns volcanic heat and gasses into food. They colonize vents and volcanos and actually expand the range of the lava with their tunneling. Red dragons love them as snacks, almost everyone else hates them.

Baboon, higher with epidermal photosynthesis and regenerative capacity. The fur on the arms of these primates is infested with algae. The monkeys constantly eat it and need no other source of food. If one is slain, its hair keeps growing. When it stops, the hair is usually 10-20 cubic yards. Of course herbivores usually munch the hair before it gets that long.

Some dragons that can digest almost anything do so with the help of gut dwelling oozes. They can have several dozen species of ooze, each specialized in a different kind of matter. Occasionally, usually when the creature is ill, will a few escape. They don't live very long, just enough to make intruding PCs lives difficult.

Something else you might want to consider is age charts, even for existing creatures. When advancing them, have specific powers, feats, whatever planned out (as a species rather than individuals) as well as the hit die increase.
 

Into the Woods

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