Spawn of Troll Mountain: Mutations

All of the trollspawn are subject to mutation, most pronounced amongst the swamp trolls.

Any Spawn of Troll Mountain has a 20% chance of having a mutation, for which they roll on the Troll Mutation Table. This works equally well for standard Dungeons and Dragons trolls or other fantasy variants.

Troll Mutation Table (1d20)

  1. Racial Mutation Roll on racial mutation table (use Hill Troll Mutations for D&D or other trolls)
  2. Racial Mutation Roll on racial mutation table (use Hill Troll Mutations for D&D or other trolls)
  3. Adaptive Regeneration After taking damage of a type that the troll doesn't regenerate, it gains resistance to that damage type for an hour.
  4. Chameleon Skin. The troll has advantage on Dexterity (Stealth) checks made to hide. Swamp trolls get Poisonous Stench instead.
  5. Crab-Like Claw. If the troll hits a foe up to one size larger than itself with a claw attack, it can grapple them
  6. Crystalline Body. The troll is made of crystal, having an AC of 18 and ignoring it’s Dexterity bonus. It is vulnerable to bludgeoning and force damage.
  7. Extra-Arms. The troll has an extra pair of arms. When taking the Multiattack action it can make two additional claw attacks.
  8. Extra Head. The troll gains an extra head beside it's original one. The troll gains proficiency (or double proficiency bonus) in Perception and an extra bite attack. A greater troll gains an extra bite attack.
  9. Feathered Wings. The troll´s hide is covered in feathers and it gains feathered wings that can sustain it for small leaps. It takes no damage from falls and can use it's movement to make a jump up to it's land speed.
  10. Hairy. The troll is covered in thick hair and is vulnerable to fire
  11. Horns. The troll gains a Gore attack which it can use in place of a bite attack. The gore attack deals 2d8 piercing damage, using Strength. The troll also gains the charge trait. If it moves at least 10 feet straight forward and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. The troll can then make a single claw attack against the target as a bonus action.
  12. Long Arms. The troll has long arms which it can stretch, giving it 10 ft. reach on all melee attacks.
  13. Poisonous Stench. Any creature starting its turn or entering within 5 ft. of the troll must make a DC 15 Constitution saving throw or become
  14. Powerful Legs. The troll gains 10 speed on land movement and can jump 10 feet as a bonus action.
  15. Scales/Stone Skin. The troll has thick scales which grant it +2 AC while not wearing armour Poisoned. A creature may try to end this effect at the start of its next turn. If a creature makes this saving throw it is immune to poisonous stench of swamp trolls for the next 24 hours.
  16. Spiked Tail. The troll gains an extra attack when it takes the Multiattack action, which deals 2d4 piercing damage and uses strength.
  17. Suckers. The troll is covered in powerful suckers. It gains a climb speed of 20 ft and can grapple any target it hits with a bite or claw attack.
  18. Vividly Coloured. The troll is brightly coloured, having disadvantage on all Stealth checks to hide. movement speeds. It gains the Stealth skill or gets double it's proficiency bonus if it is already proficient.
  19. Regressive Mutation. Not all mutations are beneficial. Roll on the Regressive Mutation Table
  20. Rampant Mutations. Roll twice ignoring duplicate results

Regressive Mutations (1d6)

  1. Armless. The troll has no arms, losing all claw and weapon attacks.
  2. Enormously Fat. The troll's speed is reduced by 10 ft, but gains 20 hit points.
  3. Huge Head.. The troll has a giant head, which forces it to walk close to the ground. It has disadvantage on bite attacks and it's movement is reduced by 10 ft.
  4. One Eye.. The troll has one eye, with disadvantage on Perception checks that rely on sight.
  5. Small. The troll is one size smaller. Attacks and the Voracious trait deal one die less of damage. It loses any ability to throw rocks and 5 ft of all
  6. Vulnerable to Energy. The troll gains vulnerability to any damage that stops it regenerating. For many trolls this is fire and acid.

Hill Troll Mutation (1d6)

  1. Adaptive Regeneration. As main table
  2. Enormously Fat. As regressive mutation table
  3. Extra Arms. As main table
  4. Hairy. As main table
  5. Horns. As main table
  6. Spiked Tail. As main table

Mountain Troll Mutation (1d6)

  1. Crystalline Body. As main table
  2. Hairy. As main table
  3. Long Arms. As main table
  4. One Eye. As regressive mutation table.
  5. Powerful Legs. As main table
  6. Stone Skin. As main table

Desert Troll Mutation (1d6)

  1. Fiendish Aura. When the desert troll attacks, it sheds dim light until the end of it's next turn. It's attacks are magical.
  2. Telepathy. The desert troll has telepathy 60 ft.
  3. Bat-like Wings. The desert troll gains large bat-like wings and a flying speed of 60 ft.
  4. Horns. As main table
  5. Scorpion Tail. The desert troll gains a tail attack which is also used when it uses multiattack. It uses Strength and deals 2d6 piercing damage and (14) 4d6 poison damage.
  6. Skull Visage. The face of the troll has no hide or skin and it gains resistance to necrotic energy

Greater Troll Mutations (1d6)

  1. Armless. As main table
  2. Extra Arms. As main table
  3. Extra Head. As main table
  4. Powerful Legs. As main table
  5. Vividly Coloured. As main table
  6. Roll Twice. Roll twice on main table.

Swamp Troll Mutations (1d6)

  1. Crab-Like Claw. As main table
  2. Poisonous Stench. As main table
  3. Scales. As main table
  4. Small. As regressive mutation table
  5. Suckers. As main table
  6. Tentacles. Roll twice on main table. Any claw attacks turn into tentacle attacks, dealing bludgeoning damage. If the troll uses Voracious with a tentacle, it grapples the target instead of dealing extra damage.

Legendary Mutations

There are additional tales of mutations among the trolls, including levitation, telekinesis, fire-breathing, electrical blood and a whole tribe of greater and hill trolls that have sorcerous abilities powered by a blue gemstone.