The Troll Grimoire is a monstrous expansion for Dungeons & Dragons 5e that rips trolls out of the swampy and hillside backgrounds and mutates them into the centerpiece of your campaign. Inside are three grotesque troll factions, over 75 original stat blocks, faction-driven boss monsters, deadly troll magic items, and enough DM tools to infest your entire world with hunger, rot, and Troll evolution.
Trolls are no longer just big, dumb brutes to toss at your players between towns. The Troll Grimoire reimagines them as cunning, culture-bound horrors—creatures with beliefs, strategies, and purpose. Whether they're spreading psychic glyphs, enforcing cannibal doctrine, or blooming from swamp-rooted prophecy, these trolls are built to shape campaigns, not just pad encounter tables.
Whether you’re unleashing psychic glyph-trolls, digging into a cannibal theology, or watching a swamp-god bloom from the corpse of a dead forest, this book gives you everything you need to make trolls horrifying, complex, and absolutely unforgettable.
What’s Inside The Troll Grimoire?
Why trolls? Why now? And why do they always come back?
Troll Overview – An in-depth look at trollkind in D&D, from mindless regenerators to intelligent terrors
A History of Trollkind – From primal beginnings to factional divergence
Using Trolls in Your Campaigns – Side arcs, faction wars, or full troll-dominated regions
Three deadly factions, each with unique ideologies, environments, and troll variants:
The Gloam-Script Synod – Psionically branded trolls (ahem Synaptic Spire from my Aberration Grimoire ahem) infected by glyphs and controlled thought. Runic flesh, mental static, and hive consciousness. Trolls at genius-level intellect and don't really know why for now? Horrifying.
The Vilegut Slaughterkin – Cannibal prophets, offal-priests, and butcher-saints spreading the gospel of rot. They don’t eat for need—they eat for doctrine.
The Mireborn Covenant – Fungal hybrids, bog-spirits, and mycelial trolls rooted in symbiosis. The swamp thinks. The swamp remembers.
Includes:
— Faction Overviews
— Faction Goals & Origins
— Leaders of the Factions: 5 per group, CR 8 to 16
— Inter-Faction Conflict Tables
— How neutral Extended Trolls serve, rebel, or survive among them
Each faction includes four to five named leaders with unique builds:
— 14 Total Bosses
— All come with Legendary Actions, Lair Effects, and combat tactics
— Designed to anchor entire arcs or campaigns
From mindless and mutated swamp-lurkers to tactical glyph-beasts:
— Extended Trolls: CR 1/4 to 6 (faction-neutral)
— Faction Trolls: CR 1 to 8
— Bosses: 15 total, CR 4 to 16
All stat blocks include tactical notes, behavior, and lore.
From swamp-grown relics to glyph-carved weapons:
— One item per rarity per type (Armor, Potions, Rods, etc.)
— 3 Legendary Troll Artifacts – one for each faction
— Includes cursed symbiotes, bile-forged rings, thought-stealing weapons, and regenerating gear
A toolkit built to spread trollkind through every corner of your world:
— Troll Encounter Builder
— Faction Encounter Tables (Gloam-Script, Vilegut, Mireborn)
— Location Seed Generator
— Troll Warband Generator
— Random Mutation Table
— Adventure Seeds:
• 3 One-Shots (One per faction)
• 3 Short Campaigns (Levels 5–11)
Includes faction-flavored environments, unique warband combos, and easy drop-in encounters.
Because trolls aren’t just hit points and regeneration.
They’re ideologies in flesh.
They’re what happens when hunger, mutation, and belief take on legs and teeth.
This isn’t just a monster book.
It’s a fungal gospel. A glyph-ridden manifesto. A meat-soaked prophecy.
— 75+ custom troll stat blocks
— 14 boss-tier horrors
— 48 original magic items
— 20+ DM tools
— 3 grotesque troll cultures
— And enough rot to choke a continent
Fire and acid is just not good enough any more.
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)