And to think... my PCs were just going to get a cave troll from a cold land...
Ice-Cave troll
Level 7 Brute
Large natural humanoid
XP 300
Initiative
+6 Senses Perception +9;Low-Light Vision
Emanating Cold aura 1; any enemy that starts its turn in the aura is slowed by numbing cold until the start of its next turn.
HP 99; Bloodied 49
Regeneration 10 (if the cave troll takes acid or fire damage regeneration does not function until the end of its next turn)
AC 19; Fortitude 21; Reflex 19; Will 17
Speed 8
m Claw (standard; at-will)
Reach 2; +10 vs. AC; 2d4 + 5 damage, and the target is grabbed (until escape). A cave troll can grab up to two targets at once
M Improvised Weapon (standard; at-will)
Requires grabbed creature; reach 2; +10 vs. AC; 2d8 + 5 damage, and the grabbed creature takes half this damage and is dazed (save ends). When grabbing a creature wearing heavy armor, the cave troll deals +5 damage with this attack, but the grabbed creature is not dazed
R Improvised Throwing Weapon (standard; at-will)
Requires grabbed creature; Ranged 10; +8 vs. Reflex; 2d6 + 5 damage and the target it knocked prone, and the grabbed creature is slide into the targets square and takes half this damage, is knocked prone, and is dazed (save ends). Miss: the target takes no damage and the grabbed creature is slide into a randomly selected square adjacent to the target and takes half damage and is knocked prone and dazed (save ends).
Troll Healing •
Healing
If the cave troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points.
Alignment Chaotic evil
Languages Giant
Str 21 (+8)
Dex 16 (+6)
Wis 12 (+4)
Con 19 (+7)
Int 5 (---)
Cha 8 (+2)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.