Bane Troll

Under Construction

Bane Troll CR 12
CN Large Outsider (Chaotic, Extraplanar);
Init +3 (+3 Dex); Senses darkvision 90 ft., Scent,
low-light vision, Listen +13, Spot +13;
Languages Common, Giant;

DEFENSE
AC 23, touch 12, flatfooted 20 (-1 size, +3 Dex, +11 natural);
hp 138 (12d8+84);
Fort +15, Ref +11, Will +11;
Racial Save Modifiers +4 fear;
DR 5/lawful; Resist cold 10;
Defensive Abilities Regeneration 7;
Immune death effects, death by massive damage,
petrification, involuntary polymorph effects;

OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.;
Space 10 ft.; Reach 10 ft.;
Base Atk +12; Grp +24;
Full Melee 2 claws +19 (1d6+8) and bite +14 (1d6+4);
Special Attacks Magic Chaos Strike, On Demand Weaponry, Rebounding Weaponry;
Spell-like Abilities (CL 12th, Wis-based DC 13 + spell level)
Constant—camouflage, deep breath, nondetection; At will—greater energy surge, returning weapon, summon weapon; 1/minute—mass align weapon;

STATISTICS
Str 27, Dex 16, Con 25, Int 8, Wis 17, Cha 10;
Feats Brutal Throw, Quick Draw;
Custom Feats Off-Hand Fighting, Improved Off-Hand Fighting, Strong Off-Hand Fighting;
Racial Bonus Feats Darkstalker, Track;
Skill Ranks Balance 6 ranks, Bluff 5 ranks, Concentration 12 ranks, Hide 8 ranks, Knowledge (arcana, dungeoneering, geography, local, nature, planes, religion) 1 rank, Move Silently 8 ranks, Listen 10 ranks, Search 6 ranks, Sense Motive 5 ranks, Spellcraft 5 ranks, Spot 10 ranks, Survival 10 ranks, Tumble 13 ranks;
Synergy +2 Balance, +4 Diplomacy, +2 Disguise (acting), +2 Intimidate, +2 Jump, +2 Knowledge (nature), +2 Sleight of Hand, +2 Survival (to follow tracks);
Racial +8 Climb, +8 Swim;
Size Modifiers -4 Hide, +4 Intimidate;
SQ Flawless Stride, Swift Tracker, Alter Regeneration;
Advancement by character class;

ABILITIES
Bane trolls are proficient with all weapons it can summon using its summon weapon spell-like ability, in addition to any other weapons for which it gains proficiency normally.
On Demand Weaponry (Su): Any weapon summoned by a bane troll using its summon weapon spell-like ability is a masterwork weapon made of any functional material it chooses. While the effect lasts, any thrown weapon summoned becomes a +1 aquatic returning weapon with a bane ability keyed to any single creature type chosen by the bane troll upon summoning the weapon.
Rebounding Weaponry (Su): When thrown by a bane troll, a weapon with the returning special ability returns immediately after the attack is resolved, back to the hand that threw it so that it may be used again that turn.
Flawless Stride (Ex): Bane trolls can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
    This ability does not let them move more quickly through terrain that requires a Climb or Swim check to navigate, nor can they move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
Swift Tracker (Ex): Bane trolls can move at their normal speed while following tracks without taking the normal -5 penalty. They take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a bane troll. If a bane troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Alter Regeneration (Ex): As a standard action that does not provoke attacks of opportunity, a bane troll may alter its physiology, so that acid deals normal damage to it instead of fire. This change persists for a number of rounds equal to 1d4 + its constitution score, or until dismissed as a swift action.
Magic Chaos Strike (Su): A bane troll's natural weapons and unarmed strikes are considered magic and chaotic for the purpose of overcoming damage reduction.

TYPICAL GEAR
large masterwork studded leather
    (+3 AC, +5 max Dex, -0 check penalty, 15% AF, 160 lbs.);
large +1 aquatic adamantine cutting wheel
    (1d8+1 piercing and slashing Dmg, 19-20/x2 Critical, 20 ft. Range Inc, 8 lbs.)
    +2 bonus on opposed attack rolls to avoid being disarmed;
large +1 aquatic adamantine sai
    (1d6+1 bludgeoning Dmg, x2 Critical, 20 ft. Range Inc, 8 lbs.);
    +4 bonus on opposed attack rolls to disarm enemy...
        and to avoid being disarmed if you fail

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.

Taunting Troll

Taunting Troll CR 3
CN Small Outsider (Chaotic, Extraplanar);
Init +5 (+5 Dex); Senses darkvision 90 ft., Scent,
low-light vision, Listen +3, Spot +3;
Languages Common, Giant;

DEFENSE
AC 19, touch 16, flatfooted 19 (+1 size, +5 Dex, +3 natural);
hp 19 (3d8+6);
Fort +5, Ref +8, Will +2;
Racial Save Modifiers +4 fear;
DR 2/lawful; Resist cold 5;
Defensive Abilities Evasion, Uncanny Dodge, Regeneration 1;
Immune death effects, death by massive damage,
petrification, involuntary polymorph effects;

OFFENSE
Speed 40 ft. climb 20 ft., swim 20 ft.;
Space 5 ft.; Reach 5 ft.;
Base Atk +3; Grp -1;
Typical Full Melee 2 claws +4 (1d3) and bite -1 (1d3);
Special Attacks Magic Chaos Strike, Skirmish (+1d6/+1 AC);
Spell-like Abilities (CL 3rd, Cha-based DC 12 + spell level)
Constant—blood wind, blur, deep breath, swift haste, lightfoot; At will—instant diversion, mindless rage;

STATISTICS
Str 11, Dex 21, Con 15, Int 10, Wis 8, Cha 15;
Feats Expeditious Dodge, Point Blank Shot;
Racial Bonus Feats Darkstalker;
Skill Ranks Balance 5 ranks, Bluff 5 ranks, Craft (trapmaking) 6 ranks, Concentration 5 ranks, Hide 4 ranks, Move Silently 4 ranks, Listen 4 ranks, Sense Motive 5 ranks, Spot 4 ranks, Survival 1 rank, Tumble 5 ranks;
Synergy +2 Balance, +4 Diplomacy, +2 Disguise (acting), +2 Intimidate, +2 Jump, +2 Sleight of Hand;
Racial +8 Climb, +4 Craft (trapmaking), +8 Swim;
Size Modifiers +4 Hide, -4 Intimidate;
SQ Nimble;
Advancement by character class;

ABILITIES
Skirmish (Ex): A taunting troll has the Skirmish ability of a scout (CAd 10) with an effective level equal to its racial Hit Dice, which stack with any class levels that advance the Skirmish feature.
Nimble (Ex): As a full-round action, a taunting troll can move before and after it takes any standard action, provided the distance moved doesn't exceed its speed.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a taunting troll. If a taunting troll loses a limb or body part, the lost portion regrows in 10d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Magic Chaos Strike (Su): A taunting troll's natural weapons and unarmed strikes are considered magic and chaotic for the purpose of overcoming damage reduction.

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.

Gaunt Troll

Gaunt Troll CR 30
CN Colossal Outsider (Chaotic, Extraplanar);
Init +2 (+2 Dex); Senses darkvision 180 ft., Scent,
low-light vision, blindsight 60 ft., Mindsight, true seeing,
superior darkvision, see invisibility, Listen +38, Spot +38;
Languages Common, Giant, Undercommon; tongues, telepathy 100 ft.;
Aura Improbable Command;

DEFENSE
AC 44, touch 4, flatfooted 42 (-8 size, +2 Dex, +40 natural);
hp 1,475 (50d8+1,250);
Fort +52, Ref +29, Will +52;
DR 15/epic and lawful, 5/adamantine; SR CR + 8;
Defensive Abilities Fast Healing 5, Regeneration 10;
Resist acid 30, cold 30, electricity 30, sonic 30;
Immune death effects, death by massive damage,
fear, petrification, involuntary polymorph effects;

OFFENSE
Speed 120 ft., swim 60 ft.;
Space 30 ft.; Reach 40 ft. (30 ft. bite);
Base Atk +50; Grp +91;
Typical Full Melee unarmed strike +75/+70/+65/+60 (12d6+37) and
    2 claws +75/+70/+65 (4d6+12) and bite +75 (3d6+12);
Special Attacks Pounce, Rend, Reaving Strikes, Epic Chaos Strike, Frightful Presence, Improved Grab, Swallow Whole, Trample;
Spell-like Abilities (CL 30th, Cha-based DC 19 + spell level)
Constant—greater cloak of bravery, decomposition, deep breath, ghost trap, nondetection, see invisibility, superior darkvision, tongues, true seeing; At will—freedom, panacea, regenerate, remove curse, resurgence, wingbind; 1/minute—mass bull's strength, mass death ward, imperious glare, lion's roar, maddening whispers, maw of chaos, plague, mass restoration, tactical teleportation, mass true seeing, mass lesser vigor; 1/day—gate, teleportation circle, unyielding roots;

STATISTICS
Str 60, Dex 15, Con 60, Int 13, Wis 17, Cha 29;
Feats Blind-Fight, Brutal Throw, Endurance, Steadfast Determination, Insane Defiance, Multigrab, Greater Multigrab, Power Attack, Rock Hurling, Improved Rock Hurling, Fling Ally, Fling Enemy, Rapidstrike (claws), Improved Rapidstrike (claws), Improved Natural Attack (claws), Improved Unarmed Strike, Superior Unarmed Strike, Beast Strike, Versatile Unarmed Strike, Hammer Fist, Mutliattack, Improved Multiattack, Combat Reflexes, Improved Bull Rush, Knockback;
Epic Feats Spellcasting Harrier;
Racial Bonus Feat Mindsight;
Skill Tricks Collector of Stories;
Skill Ranks Appraise 10 ranks, Balance 15 ranks, Bluff 15 ranks, Concentration 35 ranks, Diplomacy 10 ranks, Hide 15 ranks, Gather Information 10 ranks, Intimidate 15 ranks, Move Silently 15 ranks, Listen 35 ranks, Knowledge (arcana, dungeoneering, nature, planes, religion) 25 ranks, Knowledge (geography, local) 15 ranks, Search 25 ranks, Sense Motive 35 ranks, Spellcraft 20 ranks, Spot 35 ranks, Survival 15 ranks, Tumble 15 ranks;
Synergy  +3 Balance, +10 Diplomacy, +3 Disguise (to act), +3 Gather Information, +3 Knowledge (nature), +3 Intimidate, +3 Jump, +3 Sleight of Hand, +4 Spellcraft, +4 Survival (to get along, track), +3 Survival (to navigate);
Racial Modifiers +8 Swim;
SQ Improbable Command, Last Stand, Gangly Arms;
Advancement by character class;

ABILITIES
Improbable Command (Su): Allies with the chaotic subtype, gain full control over any rage effects upon them and may ignore any penalties they impose, while they are able to see and hear the gaunt troll within 120 feet.
Last Stand (Ex): While a gaunt troll's hit point total is less than 5 times its Hit Dice, it gains a +8 morale bonus to Strength and an immunity to involuntary mind-affecting effects, removing those in effect upon the gaunt troll itself.
Gangly Arms (Ex): The natural reach of a gaunt troll in its true form, equals that of a creature one size larger than its actual size. A colossal gaunt troll has a natural reach of 40 ft. The natural reach of its bite attack however, remains unaffected.
Pounce (Ex): A gaunt troll can make a full attack at the end of a charge, but only the first attack made gains the benefits associated with charging.
Rend (Ex): If a gaunt troll hits the same creature with both claw attacks, it latches on and tears the flesh, This automatically deals the base damage of both claws, plus 1-1/2 times its Str bonus. A given creature can only suffer this damage once per round.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a gaunt troll. If a gaunt troll loses a limb or body part, the lost portion regrows in 5d6 rounds. The creature can reattach the severed member instantly by holding it to the stump.
Reaving Strikes (Ex): A gaunt troll's natural weapons and unarmed strikes overcome all forms of damage reduction based on a metallic material.
Magic Chaos Strike (Su): A gaunt troll's natural weapons and unarmed strikes are considered epic and chaotic for the purpose of overcoming damage reduction.
Frightful Presence (Ex): A gaunt troll can unsettle foes with its mere presence. The ability takes effect automatically whenever the gaunt troll attacks or charges. Enemies that can see the gaunt troll within 80 feet are subject to the effect if they have fewer HD than the gaunt troll. A potentially affected creature that succeeds on a Will save (DC 44) remains immune to that troll’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become frightened for 5d6 rounds and those with 5 or more HD become shaken for 5d6 rounds.
Improved Grab (Ex): If a gaunt troll hits with a claw or bite attack, it deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
    This works only against opponents at least one size category smaller than the gaunt troll. The gaunt troll has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a no penalty on grapple checks (due to feats) , but is not considered grappled itself; the gaunt troll does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents.
    Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. When the gaunt troll gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.
Swallow Whole (Ex): If a gaunt troll begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. The opponent must be at least two size categories smaller than the gaunt troll.
    Once inside, the opponent takes 3d6+25 points of crushing damage plus 25 points of acid damage per round from the gaunt troll’s gizzard. It must also hold its breath while inside or suffocate. A swallowed creature is considered to be grappled, while the gaunt troll is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon by dealing 150 damage to the gizzard (AC 10 + 1/2 the gaunt troll's natural armor bonus) against which the gaunt troll's damage reduction applies, or it can just try to escape the grapple. If a swallowed creature cuts its way out, muscular action closes the hole, and another swallowed creature must cut its own way out. If a swallowed creature escapes the grapple, success puts it back in the gaunt troll’s mouth, where it may be bitten or swallowed again. A gaunt troll's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny or 2,048 Diminutive or smaller creatures.
Trample (Ex): As a full-round action, a gaunt troll can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. It merely has to move over the opponents in its path; any creature whose space is completely covered by the gaunt troll's space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the gaunt troll moves over all the squares it occupies. If the gaunt troll moves over only some of a target’s space, the target can make an attack of opportunity against it at a -4 penalty. A gaunt troll that accidentally ends this movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
    This attack deals bludgeoning damage to each trampled target, equal to 3d6 + 1-1/2 times the gaunt troll's strength modifier. Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
    The save DC against a gaunt troll’s trample attack is strength-based (DC 60 half). A gaunt troll can only deal trampling damage to a given creature once per round, no matter how many times its movement takes it over that creature.

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action
Note In some cases where this creature would have been entitled to an epic feat, two non-epic feats were chosen to replace it.

Frost Trolls

Frost Troll CR 3
CN Medium Outsider (Chaotic, Cold, Extraplanar);
Init +3 (+3 Dex); Senses darkvision 90 ft., Scent,
low-light vision, Listen +5, Spot +5;
Languages Common, Giant;

DEFENSE
AC 17, touch 13, flatfooted 14 (+3 Dex, +4 natural);
hp 28 (3d8+15);
Fort +8, Ref +6, Will +3;
Racial Save Modifiers +4 fear;
DR 2/lawful; Defensive Abilities Regeneration 1;
Immune cold, death effects, death by massive damage,
petrification, involuntary polymorph effects;
Weakness vulnerability to fire;

OFFENSE
Speed 40 ft. swim 20 ft., burrow 10 ft. (snow);
Space 5 ft.; Reach 5 ft.;
Base Atk +3; Grp +6;
Typical Full Melee 2 claws +6 (1d4+3 plus 1 cold) and bite +1 (1d4+1 plus 1 cold);
Special Attacks Rend, Frost Fever, Magic Chaos Strike, Death Throes;
Spell-like Abilities (CL 3rd, Wis-based DC 11 + spell level)
Constant—deep breath, snowshoes, snowsight; 1/minute—ice dagger, ice slick;

STATISTICS
Str 17, Dex 16, Con 21, Int 6, Wis 13, Cha 8;
Feats Blind-Fight, Power Attack;
Racial Bonus Feats Darkstalker;
Skill Ranks Balance 5 ranks, Concentration 5 ranks, Hide 5 ranks, Intimidate 5 ranks, Move Silently 5 ranks, Listen 5 ranks, Spot 5 ranks, Survival 1 rank;
Racial +4 Hide (ice,snow), +8 Swim;
Advancement by character class;

ABILITIES
Rend (Ex): If a frost troll hits the same creature with both claw attacks, it latches on and tears the flesh, This automatically deals the base damage of both claws, plus 1-1/2 times its Str bonus.
Regeneration (Ex): In addition to fire, lawful weapons and effects deal normal damage to a frost troll. If a frost troll loses a limb or body part, the lost portion regrows in 10d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Magic Chaos Strike (Su): A frost troll's natural weapons and unarmed strikes are considered magic and chaotic for the purpose of overcoming damage reduction.
Frost Fever (Su): Whenever a frost troll injures a living creature with any of its natural weapons, the creature must make a Fortitude save (DC 16 negates) or contract a supernatural disease known as frost fever. Every minute after contracting this disease, the afflicted creature must make a Fortitude save at the same DC or suffer 1d6 cold damage. The disease persists until the affected creature succeeds at two consecutive saving throws against it. After taking damage from this disease, a creature is fatigued until that damage is healed. This save DC is constitution-based.
Death Throes (Ex): When a frost troll is killed, its body instantly evaporates as it absorbs heat, dealing 1d4 cold damage per Hit Die to everything within a 60-ft.-radius spread (Fort DC 16 half). At that time, other frost trolls in the area gain one additional saving throw against each mind-affecting effect currently upon them. At the start of their next turn, each of those same frost trolls must enter a rage matching that of a Barbarian with an effective class level equal to their racial Hit Dice, stacking with any class levels that advance the Rage class feature. A frost troll cannot end this rage prematurely and becomes fatigued as normal afterwards. This rage does not count against other uses of rage a frost troll might have. This save DC is constitution-based.

NOTES
Note A constant spell-like ability has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Dismissing or reactivating a constant spell-like ability is a swift action.