Troll, Forest (CR 4)
Alignment: Usually chaotic evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: darkvision 90 ft., low-light vision, scent, Spot +5, and listen +5
AC: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Hit Dice: 5d8+25 (47 hp)
Fort +9, Ref +4, Will +1
Speed: 30 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +6
Attack: Claw +6 melee or javelin +6 ranged
Full Attack: 2 claws +6 melee and bite +1 melee or javelin +6 ranged
Damage: Claw 1d4+3 plus poison, bite 1d4+1, javelin 1d6+3 plus poison
Special Attacks/Actions: Poison
Abilities: Str 17, Dex 16, Con 21, Int 11, Wis 11, Cha 6
Special Qualities: fast healing 5
Feats: Improved Initiative; Track
Skills: Climb +11, Hide +6 (+8 in jungle or forest settings), Spot +5, Survival +5, and listen +5
Advancement: By character class
Climate/Terrain: Temperate forests
Organization: Solitary, gang (2-8), or warband (9-24)
Monster Manual III
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 Con. Forest trolls create their own special poison made from their saliva to coat their javelins and claws. The save DC is Constitution-based.
Skills: A forest troll has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
The skin of a forest troll changes color somewhat, allowing it to blend in with its surroundings and providing a +2 racial bonus on Hide checks. In forest settings, this bonus improves to +4.
Crafty and organized hunters, forest trolls prefer to strike from ambush. When possible, they throw their javelins from the safety of the trees and then drop down on their weakened prey. They use sophisticated tactics to capitalize on their fast healing ability, splitting a warband into waves of hunters. Should the first wave encounter dangerous foes, those hunters retreat to allow their wounds to heal while the second and subsequent waves press the attack. By using this tactic, a warband rarely loses a hunter in combat.