Troll Freaks: Dungeons And Dragons 5 Edition Collection Of Templates Dean Simmons Colorado

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Troll Freaks

Dungeons and Dragons 5th Edition Collection of Templates Dean Simmons Colorado

Troll Freaks ......................................................... 2 Dwarf Eater Freak .............................................. 2 Elemental Freak – Air ......................................... 2 Elemental Freak – Earth ..................................... 2 Elemental Freak – Fire ....................................... 2 Elemental Freak – Water ................................... 3 Fey Freak ............................................................ 3 Illithid Freak ....................................................... 3 Laboratory Freak ................................................ 3 Laboratory Freak, College .................................. 4 Sparring Partner ................................................. 4

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and similar creatures. Eventually they adapt to these attacks. The Elemental Air freak gains the following capabilities.  Damage Resistance: lightning and thunder.  Glide: as an action the troll can fly for 60 feet. It must start and end the flight on the ground. The challenge rating of an Elemental Air freak does not change.

Troll Freaks The 5th edition Monster Manual™ contains this quote under the entry for Trolls. Troll Freaks. Their regenerative capabilities make trolls especially susceptible to mutation. Although uncommon, such transformations can result from what the troll has done, or what has been done to it.

Elemental Freak – Earth

The following templates follow from the idea: “a troll that has had an unusual life becomes an unusual troll”. These templates can reasonably be applied to any living creature that regenerates, not just trolls; but I would be cautious before giving, e.g., a vampire one of these templates. There’s no reason a troll can’t have lived long enough to gain more than one of these templates. Your own judgment for “that’s just silly” is the only limitation.

Some trolls find themselves in environments that subject them to attacks from earth elementals and similar creatures. Eventually they adapt to these attacks. The Elemental Earth freak gains the following capabilities.  Damage Resistance: acid.  Burrow: the troll gains a burrow speed of 15 feet. The challenge rating of an Elemental Earth freak increases by 1.

Dwarf Eater Freak

Elemental Freak – Fire

Some trolls subsist on a diet of mostly dwarves. These trolls gain a dwarf’s proportional strength and toughness, resulting in the following capabilities.  The troll’s strength increases by 2. This adds +1 to hit and to damage for both the bite and the claw attacks.  The troll’s constitution increases by 2. This adds +1 hit point per hit die.  Damage resistance: poison. The challenge rating of a Dwarf Eater freak increases by 1.

Some trolls find themselves in environments that subject them to attacks from fire elementals and similar creatures. Eventually they adapt to these attacks. The Elemental Earth freak gains the following capabilities.  Damage Resistance: fire.  Ray of Frost: the troll can cast the Ray of Frost cantrip as an action. The attack bonus is 2 and the ray does 1d8 damage and slows the target by 10 feet per move. The challenge rating of an Elemental Fire freak increases by 1.

Elemental Freak – Air Some trolls find themselves in environments that subject them to attacks from air elementals Page 2

Elemental Freak – Water

Four-Legged Freak

Some trolls find themselves in environments that subject them to attacks from water elementals and similar creatures. Eventually they adapt to these attacks. The Elemental Water freak gains the following capabilities.  Damage Immunity: acid.  Damage vulnerability: cold.  Amphibious: the troll can breathe both air and water  Acid Saliva: the troll’s bite attacks do an additional 1d6 acid damage. The challenge rating of an Elemental Water freak increases by 1.

Repeatedly getting legs torn off can result in trolls that have four legs rather than two, which gives the troll the following characteristics.  The troll’s speed increases to 50 feet  The troll has advantage on any roll made to resist being knocked prone. The challenge rating of a four-legged freak increases by 1.

Illithid Freak Decapitating a troll doesn’t kill it – most adventurers know that. Therefore, neither does sucking out its brain. Mind Flayers that find themselves in circumstances where there are few brains to eat will sometimes resort to capturing a troll and eating its brain over and over. Eventually the troll develops resistance to the mind flayer’s control and escapes. The illithid freak gains the following capabilities.  Resistance to psychic damage  Advantage on saving throws against enchantments  Mind Blast (Recharge on 6): As an action the troll emits a 20’ cone. Those within the cone must make a DC 12 Intelligence save or take 10 (2d8 + 1) psychic damage and be stunned for one minute. A stunned creature may repeat the save at the end of each of its turns, ending the condition on a success. The challenge rating of a Illithid freak should increase by 1.

Fey Freak Some fey courts will keep trolls around as guards or pets. Long exposure to fey magic gives a troll the following characteristics.  Magical resistance: the troll has advantage on saving throws against spells and magical effects  Stealth: the troll gains proficiency in Stealth. The challenge rating of a Fey freak increases by 1.

Four-Armed Freak Repeatedly getting arms torn off can result in trolls that have four arms rather than two, which gives the troll the following characteristics.  The troll may make four claw attacks as part of its Multiattack  The troll’s to-hit with each of its claw attacks is reduced by one (e.g., from +7 to +6) as the arms get in each other’s way. The challenge rating of a four-armed freak increases by 1.

Laboratory Freak Some wizards will use trolls as the subject of experiments, since the troll will recover from almost anything done to it. Eventually these creatures escape or are set free. The Laboratory freak gains the following capabilities. Page 3



effect on the troll and instead strikes the caster.  Cantrip: as a bonus action the troll can cast a cantrip known by the experimenting wizards. The spellcasting ability is Intelligence.  Improved intelligence: the troll’s intelligence ability becomes 12. The challenge rating of a troll with this template should increase by 4.

Magic Resistance: the troll has advantage on saving throws against spells and magical effects  Damage Resistance: the troll is resistant to one of the following damage types: acid, cold, fire, or lightning, depending on what the experimenting wizard did to it.  Cantrip: as a bonus action the troll can cast a cantrip known by the experimenting wizard. The spellcasting ability is Intelligence.  Improved intelligence: the troll’s intelligence ability becomes 10. The challenge rating of a troll with this template should increase by 2.

Sparring Partner Mighty warriors will sometimes use trolls as sparring partners, as the troll can be fought with real weapons and still come back for more in a few minutes. The Sparring Partner freak gains the following capabilities.  Improved Regeneration: the troll regenerates 15 hit points at the start of each of its turns. 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 zero hit points and doesn’t regenerate.  Damage resistance: bludgeoning, piercing, and slashing damage from non-magical weapons.  Attack proficiency: the troll’s proficiency with its melee attacks improves by 1, adding 1 to to-hit bonus. The challenge rating of a troll with this template should increase by 1.

Laboratory Freak, College Some wizard colleges will use trolls as the subject of experiments, since the troll will recover from almost anything done to it. Eventually these creatures escape or are set free. The College Laboratory freak gains the following capabilities.  Magic Resistance: the troll has advantage on saving throws against spells and magical effects  Damage Immunity: the troll is immune to one of the following damage types: acid, cold, fire, or lightning, depending on what the experimenting wizards did to it.  Damage resistance: the troll is resistant to all magical damage to which it is not immune, including the damage bonuses of magical weapons.  Spell reflection: Any time the troll is targeted by a Magic Missile spell, a line spell, or any spell requiring an attack roll, roll d6. On a 6 the spell has no

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If you liked this publication, you may also like the following publications by the same author. Beasts of Unusual Size 29 different beasts ranging from tiny to huge in size, filling in gaps in the Monster Manual. Examples: small cats, huge bears, and many turtles.

Cold Blooded Killers A set of 11 new monsters suitable for arctic, alpine, or other cold climates.

Enhanced Ritual Magic This document supplies rules which extend ritual magic casting to any existing spell. For spells with the Ritual tag very little has changed.

Feats for the Physically Fit 10 Feats which key off of Strength, Dexterity, and/or Constitution. Strange Gifts A collection of 45 gifts, similar to the Epic Boons described in the DMG but suited for lower level characters. Wild and Free - all 3.5 Monster Manual Fey converted to 5th Banshrae, Frostwind Virago, Glastig, G. Mindbender, Grig, Jaebrin, Jermlaine, Joystealer, Living Spell (needed for Rage Walker), Lunar Ravager, Nixie, Ocean Strider, Petal, Pixie, Ragewalker, Redcap, Ruin Chanter, Ruin Elemental (needed for Ruin Chanter), Shaedling, Shimmerling Swarm, Sirine, Spirit of the Land, Splinterwaif, S. Knave, Thorn, Verdant Prince, Wild Hunt.

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