Random Troll Generator

Trolls call me moon of the dwelling-Rungnir, giant’s wealthsucker,
storm-sun’s bale, seeress’s friendly companion,
guardian of corpse-fjord, swallower of heaven wheel;
what is a troll other than that?
(Snorri Sturluson)

The Nature of Trolls

According to existing literature, trolls were originally “creatures of nature”, i.e. creatures that one could encounter in nature. And specifically, they were present in the Scandinavian landscapes, before the industrial period, before they began to travel the world and be found in the soup.

But Scandinavian languages are complex, and the origins and meaning of ‘troll’ is lost in time. For example, the prefix troll- means ‘magic’ in Swedish, as in Mozart’s Zauberflöte (‘Magic Flute’), or Trollflöjtan. At the same time, troll- means ‘giant’ in Icelandic.

Basically, trolls are bad news. Either magical or gigantic beings, they are not good. And, like the troll woman from Snorri’s poem, a troll can be, ultimately, anything.

Making Trolls

1. Size

Trolls come in various sizes, some are smaller than a human being while others are as big as a sequoia (or, perhaps, even bigger).

Roll 1d10 to find out the size of the troll, then roll the die in parentheses to get the troll’s HD; you will also find out the movement rate (MOV) of each variety; remember that humans have a MOV of 120′.

1d10 / Size

  1. Small (1d2 HD), MOV 90′
  2. Small (1d2 HD), MOV 90′
  3. Human-size (1d6 HD), MOV 120′
  4. Human-size (1d6 HD), MOV 120′
  5. Human-size (1d6 HD), MOV 120′
  6. Large (2d4+1 HD), MOV 120′
  7. Large (2d4+1 HD), MOV 120′
  8. Huge (3d4 HD), MOV 180′
  9. Huge (3d4 HD), MOV 180′
  10. Colossal (3d6+1d4 HD), MOV 240′

Note: Small and human-sized trolls are social beings and are found in groups of at least 1d6+2. The others are solitary and are usually found alone, only rarely found in very small groups.

Morale: Referees have every right to assign any morale value (ML) to their creations, but if they wish to leave it to chance, it is easy to do so: To find out their current ML value, small trolls, roll 2d6; human-sized trolls roll 1d6+6; large, huge and colossal trolls, roll 1d4+8.

2. Armor Class

Not all trolls have the same type of skin, some are as fragile as a human being, others may be as tough as a rhinoceros or even invulnerable to physical attacks.

To find out the natural armor of a troll, roll 1d6 and compare the result.

1d6 / AC

  1. AC 12
  2. AC 12
  3. AC 14
  4. AC 16
  5. AC 18
  6. AC 20

Note: AC 12 is equivalent to an unarmored human; AC 14 is equivalente to leather armor; 16 is chainmail and 18 is full plate. AC 20 is beyond full plate; it can be harder than stone or an almost immaterial substance.

3. Attacks

Trolls are aggressive creatures, intelligent enough to use weapons, but malicious enough to prefer the use of claws and teeth to tear apart the bodies of their victims.

Roll 1d8 twice to know the troll’s attack(s).

1d8 / Attack

  1. 2 claws (damage: 1d4+1d4 small; 1d6+1d6 human-size, large; 1d8+1d8 huge, 1d12+1d12 colossal)
  2. 2 claws (damage: 1d4+1d4 small; 1d6+1d6 human-size, large; 1d8+1d8 huge, 1d12+1d12 colossal)
  3. 2 claws (damage: 1d4+1d4 small; 1d6+1d6 human-size, large; 1d8+1d8 huge, 1d12+1d12 colossal)
  4. Stone mace (dmg: 1d6 small, human-size, 1d8 large, 1d10 huge, 2d10-1 colossal)
  5. Stone mace (dmg: 1d6 small, human-size, 1d8 large, 1d10 huge, 2d10-1 colossal)
  6. Bite (dmg: 1d4 small, 1d6 human-size, 1d8 large, 1d10 huge, 2d8-1 colossal)
  7. Bite (dmg: 1d4 small, 1d6 human-size, 1d8 large, 1d10 huge, 2d8-1 colossal)
  8. Bite (dmg: 1d4 small, 1d6 human-size, 1d8 large, 1d10 huge, 2d8-1 colossal)

If you get the same attack twice, the form of attack or the damage it causes, changes like this:

Claws: The damage die goes up to the next type (1d4 becomes 1d6, 1d12 becomes 1d20, etc.) Note: If both claw attacks succeed against the same enemy in the same round, the troll will make an additional attack, tearing the flesh of its victim, causing an additional damage die equal to that of one of the claws.

Mace: The troll can make one additional attack at the end of each round, regardless of its position in the initiative queue; this extra attack is made with a -2 penalty and can only be directed at an adjacent target.

Bite: Roll a die; if the result is an odd number, the damage die goes up to the next type; if the result is an even number, the troll can make an extra attack at the end of each round, at a -4 penalty, using its inordinately large and protruding fangs.

In addition to this, trolls usually attack by throwing stones (or trees!) from a distance. More than a form of combat, these are intimidation tactics.

4. Ability Scores and Modifiers

All abilities start with a score of 12.

Roll 1d12 for each ability score you want to modify, or choose the one you prefer. The result indicates a modifier between -3 and +3; the number in parentheses is the corresponding ability score (for instance, DEX 16 has a modifier of +2).

1d12 / Modifier (Ability Score)

  1. +1 (13)
  2. +1 (13)
  3. +1 (13)
  4. +2 (16)
  5. +2 (16)
  6. +3 (18)
  7. -3 (3)
  8. -2 (5)
  9. -2 (5)
  10. -1 (8)
  11. -1 (8)
  12. -1 (8)

5. Powers

Just as trolls come in all sizes and varieties, their powers are also quite varied. Make a roll according to the table corresponding to the size of the troll to find out its powers.

Small. 1d6 / Power

  1. None
  2. Regeneration (1hp)
  3. Regeneration (1hp)
  4. Immortality
  5. Metamorphosis
  6. Opportunism

Human-size. 1d8 / Power

  1. None
  2. Regeneration (1hp)
  3. Regeneration (1hp)
  4. Immortality
  5. Metamorphosis
  6. Invisibility (1/day)
  7. Opportunism
  8. Roll again until you get two powers

Large. 1d10 / Power

  1. None
  2. Regeneration (1d4hp)
  3. Regeneration (1d4hp)
  4. Immortality
  5. Invulnerability
  6. Invisibility (1/day)
  7. Freezing Touch
  8. Blizzard
  9. Fascination
  10. Roll again until you get two powers

Huge. 1d12 / Power

  1. None
  2. Regeneration (1d4hp)
  3. Regeneration (1d4hp)
  4. Immortality
  5. Invulnerability
  6. Invisibility (2/day)
  7. Supreme Strength
  8. Blizzard
  9. Fascination
  10. Freezing Touch
  11. Howling (1d3)
  12. Roll again until you get two powers

Colossal. 1d12 / Efecto

  1. Intangibility (1/day)
  2. Regeneration (1d8hp)
  3. Regeneration (1d8hp)
  4. Immortality
  5. Invulnerability
  6. Invisibility (3/day)
  7. Supreme Strength
  8. Blizzard
  9. Fascination
  10. Freezing Touch
  11. Howling (1d4)
  12. Roll again until you get two powers

Blizzard. The troll summons forth a blast of icy wind that can blow out any flames and hurl flying creatures or hold human-sized creatures back from moving.

Fascination. When contemplating this troll, the adventurer must save versus magic or be fascinated (or terrified if the monster is particularly horrible or bizarre) and won’t be able to act for one round.

Freezing Touch. The troll must succeed on an attack roll to touch its victim with its palm, causing 1d4 cold damage; the victim must also save versus paralysis or suffer a -2 penalty to his attacks and AC, due to the cold that has numbed his muscles and frozen his bones.

Howling. Once a day. The troll howls like a wolf, but the howl is much more ominous. It’s a call. Roll the die indicated in parentheses and compare the result to find out how many trolls and what kind come: 1: 1d3 small trolls; 2: 1d2 human-sized trolls; 3: 1 big troll; 4: 1 huge troll. These trolls will arrive in 1d4 rounds and must be generated with the same tables or, if you want to save time, you can assign their powers and characteristics without rolling dice.

Immateriality. The troll becomes a floating cloud of smoke, fog or vapor with a movement rate of 10′. Cannot manipulate objects or pass through solids. The troll decides when to interrupt the effect, but its maximum duration is 1 minute per HD.

Immortality. When reaching 0hp or less, the troll collapses as if it had died but does not really die; in 1d4 rounds it will recover 1hp. Additionally, if it has the power of regeneration, each round after its “resurrection” it will recover the indicated hp.

Invisibility. The troll and all its equipment become invisible for one minute per HD. It can interact normally with objects and it is possible to detect it if it makes noise.

Invulnerability. Immune to mundane weapons and damage.

Metamorphosis. Once a day for up to one hour, the troll can take one of the following forms: 1d4: 1: wooden log, 2: dog, 3: cat, 4: human.

Opportunism. This troll has an initiative advantage. This troll’s initiative roll is made with 1d8. If group initiative is used, this troll rolls its own die.

Regeneration. Each round, the troll recovers the amount of hp indicated in parentheses.

Supreme Strength. This troll has an extra bonus to its attacks equal to +1d4. This bonus is independent of the Attack Bonus it’s gained from its strength modifiers and HD. Life is unfair!

6. Distinguishing Features

Trolls come in all shapes and sizes, with very varied traits; the following table does not list all possibilities, referees can create their own. Sometimes, these traits are cosmetic, sometimes they add something special.

1d8 / Feature

  1. Tumors
  2. Multiple Heads
  3. Multiple Arms
  4. Stone Skin
  5. One Eye Sharing
  6. Clothes
  7. Arboreal
  8. Horrible Appearance

Arboreal. The troll’s skin is similar to wood; larger trolls even sprout branches and trunks on their heads and backs. If the troll has the regeneration power, it gains 1 additional hp each round.

Clothes. The troll is dressed in gaudy colors, but its clothing is ragged and misshapen. If the troll has the power of fascination, the opponent suffers a -2 penalty to his saving throw against magic. If the troll is successfully attacked, there is a 1-in-10 chance that its clothing will be torn and entangled, causing it to suffer a -1 penalty to its attacks.

Horrible Appearance. The troll is particularly ugly, so much so that all adventurers must save versus paralysis or they won’t be able to act for one round.

Multiple Arms. The troll has a total of 1d4+2 arms, allowing it to make one additional claw attack at the end of each round, without penalty, with damage equal to the general 2 claw attack. If the troll does not have the 2 claw attack, the extra arms give it a -2 defensive bonus to its AC.

Multiple Heads. The troll has 1d8+1 babbling heads, causing it severe stupidity. Its intelligence is 12 minus the number of heads (from 3 to 10), affecting its ability to save against magic. This trait replaces the INT score (step 4.)

One Eye Sharing. Two or more troll share one single eye between them. The one troll who is wearing the eye has normal stats, the rest suffer a -4 to their perception-relatd checks, including attacks.

Stone Skin. The troll has a thick and rough skin, like granite. It gains a +2 AC bonus against mêlée attacks and +4 against ranged attacks. These bonuses are in addition to those already in previous steps.

Tumors. The troll body is full of hideous, oozing tumors. If the troll has the power of regeneration, it heals only half the hp. When the troll is attacked, there is a 1-in-10 chance that a lump will burst and splatter the adventurer, dealing 1d4 acid damage (save versus breath weapons to dodge).

Henrik Ibsen ain’t afraid of no troll

Author:

Chaos Magick-User, Vagabond, Dork

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