Troblin

Medium giant, chaotic evil

Armor Class

13 (natural armor)

Hit Points

52 (8d8 + 16)

Speed

30 ft.

STR

15 (+2)

DEX

12 (+1)

CON

15 (+2)

INT

8 (-1)

WIS

9 (-1)

CHA

7 (-2)

Senses

darkvision 60 ft., passive Perception 9

Languages

Giant

Challenge

1 (200 XP)

Mutations. Each troblin has 1d4 random mutations brought about by its bizarre regeneration (duplicate mutations stack, as detailed in the mutation). Increase the troblin’s Challenge Rating to 2 (450 XP) unless otherwise noted, and roll on the table below for each mutation. Should a troblin be slain but not prevented from regenerating back to life, it always gains 1 mutation, and has a 35% chance of gaining an additional 1d4 more mutations.

  • 1-2 Dual Forearm. The troblin’s claw attack deals 1d8 damage instead of 1d6. If the troblin already possesses this mutation, increase the damage die size an additional time. In addition, it can wield two-handed weapons with that arm alone.
  • 3-4 Oversized Jaw. The troblin’s bite attack deals 2d4 damage instead of 1d4. If the troblin already possesses this mutation, add an additional 1d4 to the damage for each stacking mutation.
  • 5-6 Massive Scarring. Increase the troblin’s Armor Class by 1. This mutation can stack.
  • 7 Increased Muscle Mass. Each of the troblin’s melee weapon attacks deals 1d4 additional damage of the same type. Each time this mutation is rolled, increase the bonus by one die step (1d4 to 1d6, 1d6 to 1d8, etc.).
  • 8 Redundant Vital Organs. Once per short or long rest, if the troblin takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Each time this mutation is rolled, increase the number of times the troblin can use this ability by 1.
  • 9 Shortened Tendons. The troblins has proficiency in the Acrobatics skill, and has advantage on checks and saving throws against being grappled.
  • 10 Extra Arm. The troblin grows an additional arm. It can make one additional claw when it takes the attack action. Each time this mutation is rolled, the number of claw attacks increases.
  • 11 Hollow Bones. The troblin has vulnerability to bludgeoning damage, but gains proficiency in the Stealth skill and has a movement speed of 35 feet. If this mutation is rolled a second time, the troblin doubles its proficiency bonus when rolling Dexterity (Stealth) checks. If this mutation is rolled a third time, reroll.
  • 12 Large Eyes. The troblin doubles the range of its darkvision, to a maximum of 120 feet.
  • 13 Two Heads. The troblin has proficiency in the Perception skill, and advantage on saving throws against being blinded. If the troblin already possesses this mutation, add a vestigial face to the troblin’s body. This grants the troblin advantage on Wisdom (Perception) checks that rely on sight or smell, in addition to the other benefits. Reroll if this mutation is rolled a third time.
  • 14-19 No Mutation.
  • 20 Greater Regeneration. The troblin’s regeneration trait regains 10 hit points instead of 5 hit points. For each 10 hit points above the original 5 this trait regains for the troblin, increase the troblin’s Challenge Rating by 1.

Regeneration. The troblin regains 5 hit points at the start of its turn. If the troblin takes acid or fire damage, this trait doesn’t function at the start of the troblin’s next turn. The troblin dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. The troblin makes one greatclub attack and one bite attack, or one claws attack and one bite attack.

Greatclub. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

medium
giant
cr1
tome-of-horrors