War Troll CR 12
LE Large Monstrous HumanoidInit ; Senses darkvision 90 ft., low-light vision, scent, Listen +11, and Spot +12
AC 31 (-1 size, +14 natural armor, +5 breastplate, +3 Dex), touch 12, flat-footed 28
hp 162 (12 HD); DR 5/adamantine; Regeneration 9
Fort +13, Ref +11, Will +12
Speed 40 ft. (30 ft. in breastplate)
Space 10 ft./10 ft.
Base Atk +12; Gpl +26
Melee Masterwork greatsword Power Atk // (/19-20 x2) and
Melee bite () or
Melee 2 claws () and
Melee bite () or
Ranged masterwork composite longbow (+10 Str bonus) / ()
Special Attacks Dazing blow
Abilities Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 10
Feats Alertness; Improved Initiative; Iron Will; Multiattack; Weapon Focus (greatsword) Skills Listen +11 and Spot +12
[small]
Dazing Blow (Ex)
The force of a war troll's blow can be overwhelming. If a war troll hits with a weapon or claw attack, the opponent must make a DC 25 Fortitude save or be dazed for 1 round. The save DC is Constitution-based.
Regeneration (Ex)
Unlike with their lesser cousins, acid (not fire) deals normal damage to a war troll. If a war troll loses a limb or a body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Unlike their troll kindred, war trolls are precise and methodical in combat. They trust their regenerative abilities to see them through a fight against even powerful warriors, so they focus their attention on spellcasters early in any skirmish.

