Three-armed, many-eyed trolls warped by generations near a gate to the Farther Dark, whose every major regeneration risks sprouting a fresh, twitching deformity.
Mutates keep the common troll's lean, repulsive, mottled gray-green build, but alien energy has scrambled their bodies with deformities, extra limbs and organs on the outside. Some changes now breed true, so nearly every mutate has a third arm and additional eyes. The same corruption saps them: they have only half a normal troll's Hit Dice.
A mutate attacks with three claws and a bite, all weakened by its condition, and a weapon adds only +4 to damage. Three rounds after it is hurt it regains 3 hit points per round, never recovering fire or acid damage. A roll of 20 with an edged weapon severs a limb, which keeps fighting and creeps back afterward. At 0 hit points or less it falls but keeps healing and acts again once its total is above zero; fire or acid applied while it is down kills it for good.
Each time a mutate regenerates more than 20 points, there is a 20% chance a vestigial organ or appendage buds at the wound. Half of these become fully functional within 24 hours; the rest dangle uselessly, grotesque parodies of real organs.
The tribe answers to a psionic matriarch and spends its days just staying alive amid gibbering mouthers, packs of brood gibberlings and laboring myconid bands. The myconids pose little threat and make a favorite meal. Mutates are craftier than ordinary trolls.
Ages ago trolls wandered into a mountain holding a gate to the Farther Dark during one of the rare openings of its outer gates. They survive by scavenging and by eating gibberlings, myconids and the occasional adventurer.
The two-headed queen has 6+6 Hit Dice and the extra head grants a second bite. That head also carries a wild psionic talent with 30 PSPs and a variant of the project force devotion. Should she forgoes her bites she may use it alongside her other attacks, up to three times a day: it succeeds on 16 or less on 1d20 and deals 2d6 plus the target's Armor Class in damage, so negative AC reduces it. She has just two arms, but a working tentacle tail lashes over her heads for a stunning 1d6+3. She slays every other female to stay on top and claims all treasure for herself.
More: Monsters starting with T · Planescape monsters · All monsters A-Z
| Climate/Terrain | the Farther Dark Gate |
|---|---|
| Frequency | Rare |
| Organization | Group |
| Activity Cycle | Night |
| Diet | Carnivore |
| Intelligence | Low (5-7) |
| Treasure | Nil (D) |
| Alignment | Chaotic evil |
| No. Appearing | 4-16 |
| Armor Class | 4 |
| Movement | 12 |
| Hit Dice | 3+3 |
| THAC0 | 17 |
| No. of Attacks | 4 (3×claw, bite) |
| Damage/Attack | 1d4+1 (×3)/1d8+1 |
| Special Attacks | Severed limbs attack |
| Special Defenses | Regeneration |
| Magic Resistance | Nil |
| Size | L (8' tall) |
| Morale | Elite (14) |
| XP Value | 1,000 |