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;

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;

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;

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;

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.

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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