Ooh neat, I have two sets of suggestions to pick from.
19. I’ll take Improved Initiative, to keep the Initiative high like the original designer wanted to
20. Stealthy was always one of my favorites.
21. Blind-Fight, plus the “Cleave tree” sounds good
22. not Multiattack since they don’t attack with more than one weapon type in the Full Attack, but not sure I want Improved Grapple either… any other ideas?
23. this one is related to the Griffon and Hippogriff, which are also Magical Beasts so I figured to keep the same creature type as those.

Multiattack, Alertness, Wingover, Run, Flyby Attack (I can just increase the natural armor without giving it any feats)
24. Ability Focus, but which one?

the Fiery Aura is a constant power, but then the explode would be nice too since that is nice and damaging. Hmm…
25. I like Mutliattack and Power Attack.
here are the other six critters…
26.
need 4 here
Huge Giant
Hit Dice: 25d8+175 (287 hp)
Initiative: -2
Speed: 40 ft. in hide armor (8 squares); base speed 50 ft. (10 squares)
Armor Class: 25 (-2 size, -2 Dex, +15 natural, +4 hide armor), touch 6, flat-footed 25
Base Attack/Grapple: +18/+42
Attack: Greatclub +32 melee (3d8+24) or rock +15 ranged (3d8+16)
Full Attack: Greatclub +32/+27/+22/+17 melee (3d8+24) or rock +15 ranged (3d8+16)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +21, Ref +6, Will +6
Abilities: Str 43, Dex 6, Con 25, Int 5, Wis 6, Cha 13
Skills: Climb +20, Jump +16, Spot +10 (-3 armor penalty)
Feats: Alertness, Cleave, Great Cleave, Improved Sunder, Power Attack
Environment: Any mountains and underground
Organization: Solitary, pair, or family (2-4 plus 50% non-combatants)
Challenge Rating: 21
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: —
GIANTs closely resemble hill giants, but are far larger. If anything they are even stockier of build and more ape-like in proportion than their smaller cousins. Their hair is usually dark and shaggy, and their features crude, rugged and bulbous, with sloping foreheads, protruding eyebrow ridges and great ham-like fists. They dress in many layers of extremely thick hides, which are usually left untanned and replaced periodically once they rot completely. GIANTs seem to be ravenously hungry all the time, eating vast quantities of mountain goats or other wild herbivores when they cannot get their hands on their preferred food, human travelers.
GIANTs average some 30 feet tall and 50,000 to 60,000 pounds weight. They can live considerably longer than their hill giant cousins, up to 300 years.
Other than their size and primitive appearance, GIANTs' primary notable characteristic is their inordinate stupidity. Whether due to many generations of strength making them unsuited to solving any problem that cannot be dealt with by a few blows of a great tree-trunk club, or simple laziness, GIANTs are even less willing and able to think than most other giants - even hill giants. One of the reasons they are so scarce is that they are such easy prey for anyone with even a few more wits than the norm - many a clever child has outthought a GIANT, usually to the point of causing the latter's death.
Many GIANTs carry bags, holding around 2d6 rocks and 1d4+4 mundane items plus the giant's personal wealth, though those who live in family groups may store much of their wealth in the home cave or other lair.
Combat
GIANTs are somewhat cowardly and prefer to avoid combat if outnumbered. Self-preservation is important to them, and they have at least some understanding of their own stupidity in comparison to that most cunning of foes, mankind. For this reason a GIANT or family will prey on lone travelers or groups of two or three, but will rarely make a deliberate attack on such a potentially formidable foe as a party of adventurers. Their cavernous underground lairs though will usually be protected with mighty barriers and provided with large caches of throwing rocks for easy defense.
Rock Throwing (Ex): The range increment is 160 feet for a GIANT’s thrown rocks. It uses both hands when throwing a rock.
Rock Catching (Ex): A GIANT can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a GIANT that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The GIANT must be ready for and aware of the attack in order to make a rock catching attempt.
Skills: A GIANT has a +4 racial bonus on Climb checks, due to its long years of experience clambering up and down its rocky home. The skill modifiers given in the statistics block include a –3 armor check penalty for wearing hide armor.
27.
Do mighty bows still exist or do all composite bows have that feature now?
Need just 1 feat here
Large Giant
Hit Dice: 8d8+24 (60 hp)
Initiative: +4
Speed: 30 ft. in chainmail (6 squares); base speed 40 ft. (8 squares)
Armor Class: 23 (-1 size, +2 Dex, +5 natural, +5 chainmail, +2 heavy wooden shield), touch 11, flat-footed 21
Base Attack/Grapple: +6/+15
Attack: Longsword +10 melee (2d6+5/19-20) or mighty composite longbow (+5 Str bonus) +9 ranged (2d6+5/x3)
Damage: Longsword +10/+5 melee (2d6+5/19-20) or mighty composite longbow (+5 Str bonus) +9/+4 ranged (2d6+5/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, spell-like abilities
Special Qualities: Low-light vision, rock Catching
Saves: Fort +21, Ref +6, Will +6
Abilities: Str 20, Dex 19, Con 17, Int 15,Wis 14, Cha 17
Skills: Bluff+ 11 or Diplomacy +11, Listen +9, Spot +9
Feats: Combat Expertise, Dodge
Environment: Any warm land and underground
Organisation: Solitary, or family (2-4 plus 25% chance of 1-3 humans or elves), or tribe (41-50, plus 1-3 sorcerers of 3rd-6th level, plus 1-4 greater GIANT including one 6-10th level fighter leader, plus 25% chance of 3-12 humans or elves)
Challenge Rating: 6
Treasure: No coins; double goods; double items
Alignment: Usually chaotic (either good or evil)
Advancement: By character class
Level Adjustment: ?
Legend has it that the GIANT are a people of divine, magical origin. Some say they were the children of one of the gods but fell from grace, others that their true ancestry is demonic. In any case, when their ancestors came to the material plane they turned their backs on gods and devils alike.
GIANT stand 8-ft. to SVi-ft. tall but are wiry of build, with few weighing much more than 350 pounds. Their facial features and skin, hair and eye colour vary as much as those of humans, but most have what has been described as a lustrous, almost shining quality to their skin and a fiery light in their eyes. GIANT are extremely long-lived, with some of them being said to reach 1,000 years old.
The GIANT are a people of extremes - strong emotions, strong loyalties, strong beliefs. Very few are content to sit around and wait for something to happen to them. They go out actively seeking adventure, and in the areas they are encountered they will often find their way to positions commanding human armies or leading human mercenary groups.
Most are fighters, and while the equipment portrayed here is typical, they will purchase or otherwise acquire for themselves the best armor and weaponry available. They take a delight in beauty, and so their wealth is almost always in the form of jewelry, art objects, or masterwork and other fine-quality weapons. Mundane objects will be carried in large belt pouches, or occasionally backpacks if need be.
Combat
GIANT are expert tacticians and will use whatever weapons and other advantages are available to them. When they have decided on war, they attack uncompromisingly, rarely taking prisoners or showing mercy in battle. Though they will accept an honest and complete surrender, they will not usually be willing to negotiate or parlay within a combat, and woe betide the foe that feigns surrender only to later betray the GIANT. GIANT are courageous to the point of heroism and will have no hesitation in fighting to the death if it will achieve their ends, but they have no wish to throw their lives away unnecessarily and will use the Combat Expertise feat and defensive fighting if need be to keep themselves alive against hard-hitting opponents. The outsize composite longbows favoured by GIANT have a range increment of 140 feet. GIANT occasionally make use of war chariots.
Rock Throwing (Ex): The range increment is 120 feet for a GIANT’s thrown rocks. It uses both hands when throwing a rock.
Rock Catching (Ex): A GIANT can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a GIANT that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The GIANT must be ready for and aware of the attack in order to make a rock catching attempt.
Spell-Like Abilities: 3/day—charm person (DC 14), comprehend languages; 2/day—daze monster (DC 15), eagle’s splendour; 1/day—daylight, heroism. Caster level 10th. The save DCs are Charisma-based.
Skills: A GIANT has a +8 racial bonus on either Bluff or Diplomacy checks, as chosen by the GIANT.
28.
need 2 feats
Huge Giant (Cold)
Hit Dice: 22d8+154 (X hp)
Initiative: -1
Speed: 40 ft. in chainmail (8 squares); base speed 50 ft. (10 squares)
Armor Class: 27 (-2 size, -1 Dex, +13 natural, +7 heavy chainmail), touch 7, flat-footed 27
Base Attack/Grapple: +15/+35
Attack: Greataxe +26 melee (4d6+18/x3 and icicles) or spear +12 ranged (3d6+6/x3 and icicles)
Full Attack: Greataxe +26/+21/+16 melee (4d6+18/x3 and icicles) or spear +12/+7/+2 ranged (3d6+6/x3 and icicles)
Space/Reach: 15 ft./15 ft.
Special Attacks: Control ice, icicles, rock throwing, spear returning, spell-like abilities
Special Qualities: Cold empathy, immunity to cold, low-light vision, rock catching, spear catching, vulnerability to fire
Saves: Fort +19, Ref +8, Will +8
Abilities: Str 35, Dex 8, Con 24, Int 13, Wis 12, Cha 15
Skills: Climb +11, Jump +11, Listen +11, Spot +11 (-5 armor penalty)
Feats: Cleave, Great Cleave, Lightning Reflexes, Power Attack, Quick Draw, Weapon Focus (greataxe)
Environment: Any cold land and underground
Organization: Solitary, pair, family (2-4 plus 50% non-combatants) or clan (21-30 led by a 5th-10th level barbarian, plus an adept, cleric or sorcerer of 4th-8th level, plus 35% non-combatants, plus 1-4 juvenile white dragons plus 75% chance of 5-50 frost giants, plus 50% chance of 2-20 hill giants, plus 50% chance of 3-30 trolls, plus 25% chance of 2-12 ogres, plus 25% chance of 2-12 ettins)
Challenge Rating: 19
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: —
GIANTs consider themselves to be the earthly servants of certain grim and evil deities of the ice and snow. They are utterly opposed to the gods of the humans and other creatures from the warm lands, regarding slaying such folk - and, if possible, their gods - as a sacred duty. The more the GIANTs can spread both their foul doctrines and the physical presence of the vast glaciers they inhabit, the more their gods will favor them.
GIANTs closely resemble their smaller cousins the frost giants, with snow-white skin and icy blue hair and eyes. GIANTs though are an older, mightier and more magical race. Adult males stand fully 22-ft. tall, weigh upwards of 14,000 pounds and are strongly built, yet without the savage and brutal appearance of frost or hill giants. They can live to be up to 700 years old.
Most GIANTs are heavily armed and armored to ensure they will be effective in carrying out their gods' wishes. Their armor is usually a very thick hauberk of riveted iron mail so close-set that the links appear to stand out almost perpendicular to the wearer's body, making him very nearly impregnable to attack from human blades and arrows. They bear massive greataxes that look to be capable of slicing through several foes at one stroke, and this turns out to be true in practice also. For long-range combat they hurl similarly enormous spears, up to fifteen feet long and over two inches wide, with the spearhead alone often being longer than the arming swords of lesser races.
GIANTs usually wear several large belt-pouches or satchels, rather than shouldering sacks like their frost giant cousins. Most carry between four and eight spears under one mighty arm and the enormous axe over the other shoulder. Other than these, one large satchel will contain 3d4 mundane items and one or more belt-pouches will hold the giant's treasure hoard.
Combat
GIANTs attack with a deadly combination of melee combat, thrown weaponry, and spell-like abilities. They will happily use ambushes, trickery and other supposedly unscrupulous tactics, taking a great delight in defeating an opponent any way possible, though they do not shirk from toe-to-toe melee combat when necessary. The massive spears these creatures favour have a range increment of 140 feet when thrown by a GIANT.
Cold Empathy (Ex): A GIANT can use body language, vocalizations, and demeanor to improved the attitude of creatures with the Cold subtype, due to the GIANT's readily apparent role as an archetype of the powers of cold and ice, along with training since childhood in the particular modes of communication of every Cold-subtype creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The GIANT rolls 1d20 and adds its Hit Dice and its Charisma modifier to determine the cold empathy check result. This ability functions otherwise as the Wild Empathy ability of druids and rangers.
Control Ice (Su): GIANTs have an astonishing degree of control over fallen snow and ice, including the capability to melt, re-freeze, and shape it selectively and more or less at will. In game terms, this is very much like the effects of either soften earth and stone or stone shape (Cast level 12th), depending on the GIANT's intent, but targeting ice and snow rather than stone or earth. For example, the GIANT could soften ice into near-freezing water or slush, causing anyone standing on it to sink in; or he could use ice shape to seal off or create an icy tunnel. In the right place, at the Games Master's discretion, this ability could also be used to start an avalanche of great icy boulders, doing 6d6 damage to any creatures in a 30-foot wide section of mountainside or hillside (Reflex save halves). Used gradually, over many months and even years, control ice can extend the boundaries of tundra terrain or even glaciers over more human-friendly terrains, slowly covering the world with ice just as the GIANTs wish. Using Control Ice is a standard action, but it can be performed an unlimited number of times per day.
Icicles (Su): Any piercing or slashing weapon wielded or hurled by a GIANT deals additional, painful damage, as jagged, stabbing icicles spread out throughout the wound from its ice-cold blade. Any creature hit by such an attack takes 2d10 points of cold damage (Fortitude DC 28 half). A creature that fails the Fortitude save is also stunned for 1d6 rounds. The save DC is Constitution-based.
Rock Throwing (Ex): The range increment is 140 feet for a GIANT’s thrown rocks. It uses both hands when throwing a rock.
Rock Catching (Ex): A GIANT can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a GIANT that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The GIANT must be ready for and aware of the attack in order to make a rock catching attempt.
Spear Catching (Ex): A GIANT’s war training allows him to catch spears, axes, or other weapons hurled at him. Once per round, a GIANT that would normally be hit by any thrown weapon can catch it as a free action. The giant must be aware of the attack and not flat-footed.
Spear Returning (Ex): With the same movement in which he caught a weapon hurled at him, a GIANT may spin round, throwing it back at its original wielder. Once per round, a GIANT who has just caught a thrown weapon may use it to make an attack at his highest attack bonus as a free action.
Spell-Like Abilities: At will—chill touch (DC 13), obscuring mist; 3/day—fog cloud, gust of wind (DC 14); 1/day—control weather, ice storm, wall of ice (DC 16). Caster level 12th. The save DCs are Charisma-based.
GIANTs have a number of spell-like abilities, but these may be used only when the GIANT is in an environment with a temperature of below 40 degrees Fahrenheit (5 degrees Celsius).
Skills: A GIANT has a +4 racial bonus on Climb checks, as it spends much of its time in mountain fortresses or multi-leveled underground ice caves. The skill modifiers given in the statistics block include a –5 armor check penalty for wearing chainmail.
*A GIANT has a +4 racial bonus on Hide and Move Silently checks when in cold regions, as a result of its snowy coloration and familiarity with the terrain.
29.
need 1
Medium Elemental (Extraplanar, Fire)
HD: 6d8+6 (33 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+5
Attacks: Slam +6 melee (1d6 +1d6 fire damage)
Full Attack: 2 slams +6 melee (1d6 +1d6 fire damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn, spell-like abilities, summon elemental
Special Qualities: Change shape, darkvision 60 ft., elemental traits, immunity to fire, telepathy 100 ft., vulnerability to cold
Saves: Fort +3, Ref +7, Will +2
Abilities: Str 12, Dex 15, Con 12, Int 10,Wis 11, Cha 14
Skills: Bluff+6, Craft (armorsmithing, metalsmithing or weaponsmithing) +2, Hide +5, Intimidate +6, Jump +6, Perform +6, Sense Motive +2, Spot +2, Tumble +4
Feats: Improved Initiative, Weapon Finesse
Environment: Elemental Plane of Fire (warm desert and mountains)
Organization: Solitary or gang (2-8)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +X
ELEMENTALs consider themselves the 'true' salamanders, looking at the outsiders of the same name with derision. It is a testament of the ELEMENTALs' power that they can summon and subjugate the outsiders, and tensions are always high. ELEMENTALs are humanoid torches, their clothing made of coloured flame and their words coming out with smoke. These elementals have volatile tempers and spend their energy in exquisite works of art or in devastating acts of destruction.
In addition to the standard languages, ELEMENTALs speak Draconic and Ignan.
Combat
ELEMENTALs love to fight, and throw themselves into battle with joyous abandon. They are quick and strong and prefer unarmed combat to using weapons, as every limb is capable of dealing great damage. If losing ground, a ELEMENTAL will back off and unleash its spell-like abilities.
Change Shape (Su): Higher elementals can assume at will a humanoid form while visiting other Planes. This form resembles the elemental’s features in flesh, acting more like a suit for Material plane visits than a disguise. This ability allows only one specific humanoid form, and higher elementals have access to all of their powers in any of their forms.
The humanoid form of a ELEMENTAL is a human with red or coppery blonde hair. Additionally, a ELEMENTAL can take the shape of a fiery lizard of Small size. All of its stats and powers remain the same, except for a +1 size bonus to AC and attack rolls.
Burn (Ex): A ELEMENTAL’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a ELEMENTAL’s slam attack must also succeed on a DC 14 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.
Creatures hitting a ELEMENTAL with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed on a Reflex save.
Summon Elemental (Sp): Once per day a ELEMENTAL can attempt to summon 1d4 Medium fire elementals with a 35% chance of success, or one lesser phoenix or an average salamander with no chance of failure. This ability is the equivalent of a 5th-level spell.
Spell-Like Abilities: At will—flare (DC 12); 3/day—burning hands (DC 13), detect magic, heat metal (DC 14); 2/day—daylight, flame arrow; 1/week—fire storm (DC 20). Caster level 6th. The save DCs are Charisma-based.
30.
need 1
Large Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+14
Attack: Claw +9 melee (1d8+7) or bite +9 melee (2d8+7)
Full Attack: 2 claws +9 melee (1d8+7) and bite +5 melee (2d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bleeding wound, pounce, improved grab, rake 1d8+3
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 25, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Balance +7, Hide +7*, Listen +3, Move Silently +9, Spot +3, Swim +12
Feats: Weapon Focus (bite)
Environment: Any forest, hill, mountains, and plains
Organisation: Solitary, pair, or pack (4-9, plus 2-8 young)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large)
Level Adjustment: —
BIG CATs resemble tigers or other big cats in form, but have minimal markings (their fur is typically a sandy color all over) and have extremely powerful forequarters in comparison to other big cats, with less well-developed hindquarters. This makes them very strong, but less fast than most big cats, and has contributed to their quick and savage hunting style. Their most distinctive feature, though, is the pair of vast teeth that give them their name huge curved fangs, bigger than daggers and capable of inflicting the most devastating injuries. Though these fangs are enormously powerful weapons, they are far more brittle than smaller fangs, and older BIG CATs often have one or both of their great teeth broken off.
BIG CATs are not so common as in former times, now that other big cats and humanoids have spread over many of their old hunting grounds.
Combat
BIG CATs prefer to stalk their prey, dropping from a hidden position atop a tree or rock and slaying their victims within instants. A large victim such as a hippopotamus or mammoth will be attacked until the BIG CAT causes a puncture (see below), then the BIG CAT will retreat until its victim bleeds to death. This allows them to avoid the risk of injury, since although they are tough they must eat a fair amount to survive, and any serious wound may impede their hunting ability to such a degree that they starve to death. In open combat with a determined and well-armed foe, the BIG CAT will consider fleeing, particularly if it is injured. Domesticated BIG CATs can be trained to fight almost to the death, since they are well aware that so long as their master is also alive they will be fed.
Improved Grab (Ex): To use this ability, a BIG CAT must hit with its claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a BIG CAT charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9 melee, damage 1d8+3.
Bleeding Wound (Ex): The damage a BIG CAT deals with its natural attacks causes a persistent wound on a successful critical hit. An injured creature loses 1 additional hit point each round. Multiple wounds result in cumulative hit point loss from bleeding. The continuing hit point loss can be stopped by a successful DC 15 Heal check (per wound), a cure spell, or a heal spell. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points.
Skills: BIG CATs receive a +6 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +10.
31.
need 3
Large Giant
Hit Dice: 6d8+36 (60 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+14
Attack: Claw+9 melee (1d6+6) or bite+9 melee (1d6+3)
Full Attack: 2 claws +9 melee (1d6+6) or bite +9 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, shriek
Special Qualities: Blur, darkvision 90 ft., low-light vision, regeneration 5, scent
Saves: Fort +11, Ref +7, Will +4
Abilities: Str 23, Dex 14, Con 23, Int 7, Wis 9, Cha 8
Skills: Listen +6, Spot +6
Feats: -
Environment: Any land and underground
Organization: Solitary or gang (2-5)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 7-12 HD (Large)
Level Adjustment: —
A particularly fearsome breed of troll known as TROLLs are famous for their wailing battle cry, which can terrify their foes. They are also capable of bursts of evasive action so effective they seem ethereal. These traits make TROLLs useful as shook troops that can close quickly on their enemies and reduce them to covering wrecks. In their natural element they terrorize travelers and small settlements.
Combat
TROLLs attack without warning, fear or hesitation, but also with no subtlety. They charge straight at their opponents, trusting to their strength and battle cry to lay low their targets.
Rend (Ex): If a TROLL hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Shriek (Su): Three times per day, a TROLL can let out its distinctive cry, which can inspire dread in those that hear it. When a TROLL shrieks, all creatures within 30 feet must succeed on a DC 16 Will save or be shaken for 2d6 rounds. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based and includes a +4 racial bonus.
Blur (Ex): Once per day as a free action, a TROLL may perform an evasive manoeuvre that distorts and blurs its form. This effect grants the TROLL concealment (20% miss chance). A TROLL must move from one space to another every round this effect is active (including the round it is initiated), and the effect ends when the TROLL stops moving or after five rounds, whichever comes first.
Regeneration (Ex): Fire and acid deal normal damage to a TROLL.
If a TROLL loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.