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;

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;

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;

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;

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.

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.

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