Don’t Feed the Trolls Sa mp le file A monstrous compendium of twelve troll variants by Thomas Heasman-Hunt DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Contents Introduction ……………………………………………………………………………………………………… 2 Bog Troll ………………………………………………………………………………………………………… 3 Bridge Troll ……………………………………………………………………………………………………… 4 Deep Troll ……………………………………………………………………………………………………..… 5 Ice Troll ………………………………………………………………………………………………………….. 6 Mutant Troll ……………………………………………………………………………………………………... 7 Nightmare Troll …………………………………………………………………………………………………. 8 Rock Troll ……………………………………………………………………………………………………….. 9 Shadow Troll …………………………………………………………………………………………………….. 10 Venom Troll ……………………………………………………………………………………………………... 11 War Troll ………………………………………………………………………………………………………... 12 Web Troll ………………………………………………………………………………………………………... 13 Zombie Troll …………………………………………………………………………………………………….. 14 Variants and Credits ………………………………………………………………………………………………15 Sa mp le file Maps discovered amongst remains believed to have belonged to members of an expedition to Trollclaws (annotations added by unknown hand) IF THERE IS INDEED ONE CREATOR, ONE architect of this great universe, I can tell you only this about them: he or she is inordinately fond of trolls. I have spoken with explorers and adventurers from as far afield as the Spine of the World, Calimshan, and even distant Kara-Tur and they all report the same; wherever they go, whatever clime, whatever terrain, each place has its troll. They are a notoriously adaptive race, and there is apparently no environment in which they do not thrive. Even those who have travelled beyond the Material Plane and walked in the strange lands of the gods claim to have encountered trolls in still more bewildering variety. If there is one constant amongst their unstable kind it is that trolls are all, in their own way, different. It’s enough to make a naturalist despair. –Vepple Von Verwick, renowned gnome scholar Here Be Trolls… Trolls are, perversely, one of the great success stories in the multiverse. Hideous and misshapen though they are, their unnatural metabolisms mean they can survive almost anywhere and eat almost anything. Because trolls regenerate from wounds almost instantaneously, they are highly prone to mutation. This means that, while adapting to a hostile environment might take a group of humans thousands of years or longer, a troll tribe can achieve the same in just a few generations. When a troll regenerates, its body metabolizes whatever is in its system at the time, which means that trolls quickly take on aspects of their environment. A troll that feeds exclusively on fish will, when regenerating, develop scales, fins, or even gills. Trolls that live in a certain place – particularly a dangerous one – will soon start to fit in with their surroundings and eat their way to the status of apex predators. Trolls almost never have a real society of their own. At best they live in crude family groups that are barely worthy of the name tribe. Only certain trollish breeds demonstrate more affinity towards civilization than this, but even then their primary interests remain food and violence. Most adventurers know that trolls are little more than malevolent forces of destruction who rampage through villages when on their own, or willingly serve more powerful monsters if bullied or beaten into obedience by them. A rumor of a troll in a nearby cave or swamp is enough for a community to send out calls for brave souls to dispose of the beast before it begins to pillage the countryside. Trying to negotiate with a troll is, in some places, used as a phrase where others might say ‘like talking to a stone wall’, with the notable difference that a stone wall rarely tries to eat the person sent to discuss terms. Trolls truly are a plague on civilization, and even if an adventurer thinks he knows what to expect when hunting one, trolls are full of surprises… Sa mp le Trolls! Perhaps the only fictional monster more ubiquitous is the mighty dragon, for trolls appear in one form or another in countless bodies of mythology, folklore, and literature. From the ancient Norse sagas to modern video games, trolls seem to be everywhere, but they rarely look, feel, or act the same when they do, even in the same property. In Tolkein’s Middleearth, trolls are both a gang of bullies with a cookpot, a magic bag and names like Bert and Tom, and monstrous servants of evil, found fighting alongside orcs in apocalyptic battles. Sometimes trolls turn into stone (or are already made of stone), they’re often large (but can be quite small), they’re dumb (or smart and cunning), they live under bridges (or in caves) …really, all that trolls seem to have in common is that they’re all different! When Gary Gygax included the troll as a monster in the very first version of Dungeons & Dragons (1974), he unwittingly codified an interpretation of the monster that would endure in gaming history for decades to come. These trolls were large, unpleasant giants whose most unusual feature was an incredible ability to regenerate damage from wounds – something only fire or acid could arrest. Smart adventurers who expected to run into trolls always made sure they had a fire source to hand, otherwise a troll would just keep coming until it had eaten its way through the whole party. Trolls proved so iconic that they have appeared in every version of D&D since, and they are perhaps one of the most useful monsters in any edition. A troll is a good challenge for low-level heroes at the conclusion of an adventure, a fun random encounter later in their careers, and a large group of them can cause trouble even for mighty dragonslayers who are veterans of years of tough campaigning! Trolls really are everywhere in the worlds of D&D, and they should show the same variety as their habitats. In this supplement you will find rules and background for using a dozen different breeds of troll in your games of D&D, inspired by variants published for previous editions of the game, as well as archetypes from realworld mythology and folklore. Each is designed to provide your players with a different kind of challenge and to fit in with adventures taking place across the length and breadth of Faerûn and even beyond, from mysterious exotic lands to other planes of existence. Even if your campaign is set outside of the Forgotten Realms, you’ll find plenty to use here too. file Introduction “Hunt ‘em down! Tie ‘em up! Stab ‘em good! Squash ‘em flat! Mince ‘em fine! Gobble ‘em down! You’re goin’ in the cookpot tonight! Yes, you’re goin’ in the pot tonight, lads!” - Apparent troll war chant, recorded by unknown observer 2 Bog Troll Bog Troll Large giant, chaotic evil Armor Class 15 (natural armor) Hit Points 84 (8d10 + 40) Speed 20 ft., swim 40 ft. STR 18 (+4) DEX 13 (+1) CON 20 (+5) INT 7 (-2) WIS 9 (-1) CHA 7 (-2) Skills Perception +2, Stealth +4 Damage Resistances poison Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 5 (1,800 XP) Amphibious. The troll can breathe air and water. Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Swamp Camouflage. The troll has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. file ACTIONS Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Sa mp le Even by the low standards of their kind, bog trolls are particularly loathsome. Also known as swamp trolls, slime trolls, or sewer trolls, this unpleasant breed is found anywhere fouled water gathers. They are most common in marshy terrain, but also lurk in rivers, canals, and below city streets in sewers. They feed on fish, rats, reptiles, amphibians, and almost anything else, including offal and waste. It is often said by adventurers who have been unlucky enough to encounter one that a bog troll’s odor is enough to make an otyugh sick. Watery Predators. Bog trolls resemble ordinary trolls, except they quite often sport webbed hands and feet and other marine adaptations. Some breeds of bog troll live permanently underwater, even in oceans, and these are sometimes known as scrags. One other feature makes these monsters unique: due to their particularly foul dietary habits, bog trolls have developed a truly unpleasant means of defending themselves in the form of regurgitating their most recent meal over their foes. This combination of halfdigested food and corrosive stomach acid makes an effective, if disgusting, weapon. Repulsive Lairs. A bog troll’s lair is normally a heap of detritus, constructed from rotting logs, shattered bones, and reeking pondweed, all plastered over with muck and dung. This provides a defense in and of itself, for few adventurers will willingly enter such a fetid hovel. Because bog trolls are only really interested in food, their lairs often contain remains of previous interlopers, including treasure or even magical items. This makes venturing into these unpleasant creatures’ domains potentially profitable, though only a very cash-strapped party would make a habit of it. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Projectile Vomit (Recharge 5–6). The troll regurgitates the corrosive contents of its stomach in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 16 (3d8) acid damage on a failed save, or half as much damage on a successful one.
© Copyright 2026 Paperzz