I'm A Banana
Potassium-Rich
Try this:If you do take issue with it, I recommend just changing the damage type required to stymie regeneration rather than demanding the players refrain from applying said knowledge.
(1d12, roll twice)
- cold - the troll's skin is pink with scaly, dry, red patches
- psychic - the troll's face is upside-down in its skull
- lightning - the troll's shoudlers are covered in vines
- poison - the troll has an extra (vestigial) arm growing from the back of its neck
- radiant - the troll exhales small wisps of acrid smoke from its mouth
- thunder - the troll's tongue is long and slightly prehensile
- bludgeoning - the troll's bones poke through its skin at the joints
- force - the troll is unusually fat and waddles when it walks
- piercing - the troll has a thick tuft of mossy green chest hair
- necrotic - the troll has an assortment of broken weapons stuck in its hide
- slashing - the troll has a long neck that can peer around corners
- no change. Acid or fire still works. If you roll this twice, it's a normal troll.
You might want to telegraph that these aren't "normal" trolls in various ways, if you'd like to encourage the party to be strategic. The descriptions above help with that - "Oh! This troll has an upside-down face! CALL IN THE VICIOUS MOCKERY, BOYS!" - though they're meant to be something that can be learned about over multiple encounters with both the weird trolls and the normal ones, and if you do a frequent change (every round!) or just change ALL trolls (so there are no more fire/acid ones), it kind of loses that punch.
This even works with the narrative of trolls in 5e - mutants are common and "freaks" are known.