Medium giant, chaotic evil

Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

15 (+2) 12 (+1) 15 (+2) 8 (-1) 9 (-1) 7 (-2)

Senses darkvision 60 ft., passive Perception 9
Languages Giant
Challenge 1 (200 XP)

Special Traits

  • 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.


  • 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.


This hideous humanoid creature is a twisted amalgamation of extra limbs, thickened hide, and protruding growths. A troblin is a twisted creature, born of the union of a troll and a goblin.

Due to the horrid side effects of their diminished regenerative abilities, the overall appearance of a troblin is difficult to quantify. No two troblins look exactly alike. One troblin may be covered in tough scars that have thickened its skin, while another may have two forearms sprouting from the elbow of one arm. Other troblins may have two arms on one side, or two feet on one leg.

Troblin bands build their lairs in forested areas away from more civilized lands. They are hunter-gatherers and use the land as a means of survival, hunting deer, elk, moose, and other game animals. In general, troblins stand 5 feet tall, with crooked noses, long arms and legs, and large flapping feet. A troblin shares in the characteristics of both its parents, resembling a very tall goblin with troll-like facial features. Its skin is blotched in shades of green, grey, and dull yellow. Its eyes range from pale red to an ochre color. Troblins dress in drab-colored clothing and furs made from the hides of animals.

Troblins are a disorganized lot and rarely engage in any sort of formal tactics or strategy. When a troblin war band encounters opponents, they simply attack with as much strength and ferocity as they can muster. Troblins are even more craven and cowardly than goblins, and a lone troblin usually runs from any combat in which it is outnumbered.

Troblin 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.

d20 Mutation
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.
Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky' Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb

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