Frost TrollCreature 4
Source Pathfinder Bestiary 2
Perception +12 (darkvision)
Languages Common, Jotun
Skills Athletics +13, Intimidation +10, Survival +10
Str +5, Dex +2, Con +5, Int +0, Wis +2, Cha +2
AC 19; Fort +13; Reflex +10; Will +8;
HP 90 (regeneration 15 (deactivated by acid or fire)
Speed 30 feet
Immunities cold
Weaknesses Fire 10
Jaws +13 (+8, +3) to hit (reach 10) 2d8+7 Piercing
Hatchet +13 (+9, +5) to hit (agile, reach 10, sweep) 2d6+7 Slashing
Claw +13 (+9, +5) to hit (agile, reach 10) 2d4+7 Slashing
Hatchet +10 (+6, +2) to hit (agile, sweep, thrown 10) 2d6+7 Slashing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Regeneration 15 (deactivated by acid or fire)This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Attack of OpportunityTrigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Ice StrideA frost troll isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice.
RendClaw
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
Frost trolls are nightmarish frozen monsters of rime-stained claws and hoarfrost teeth. Possessing wits superior to those of common trolls, frost trolls often hunt in packs of three-one attacking their quarry openly while the remaining two pause to assess weaknesses before moving in for the kill. Frost trolls relish the taste of human flesh and adjust their hunting grounds seasonally to remain in close proximity to their favorite prey. Of slighter frame than common trolls, a typical frost troll stands 11 feet tall when not hunched and weighs 900 pounds. Their sickly, cracked flesh is of an icy, cerulean pallor. Frost trolls often adorn themselves with trophies of bone and hide flayed from their kills.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ColdEffects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.