Troll, Ice (CR 4)
Large Giant (Cold)
Alignment: Always chaotic evil
Initiative: +2 (Dex); Senses: darkvision 90 ft., scent, Listen +4, and Spot +4
AC: 23 (-1 size, +2 Dex, +6 natural, +4 scale mail, +2 large shield), touch 11, flat-footed 21
Hit Dice: 5d8+25 (47 hp)
Fort +9, Ref +3, Will +3
Speed: 30 ft. (20 ft. in scale mail)
Space: 10 ft./10 ft.
Base Attack +3; Grapple +13
Attack: Warhammer +8 melee; or claw +8 melee
Full Attack: Warhammer +8 melee; or 2 claws +8 melee and bite +3 melee; or spittle +4 ranged touch
Damage: Warhammer 1d10+9; claw 1d6+6; bite 1d6+3; spittle 1d4 cold
Special Attacks/Actions: Freezing spittle
Abilities: Str 22, Dex 15, Con 21, Int 9, Wis 10, Cha 8
Special Qualities: Cold subtype, regeneration 4
Feats: Iron Will; Track
Skills: Listen +4 and Spot +4
Advancement: By character class
Climate/Terrain: Cold hill and mountains
Organization: Solitary or warband (3-12)
Ice trolls are organized and intelligent enough to know their weaknesses, and will rarely start a fight at a disadvantage. Unlike their larger and less intelligent cousins, they will not wade into combat blindly, but will often try to pick off weaker opponents one by one, hoping to bring back live prey. Ice trolls will often defend their camps by wading in ankle-deep water and attacking from this pool. They frequently lay nets across the floor of these pools to capture or at least entangle their attackers.
Rend (Ex): If an ice troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+6 points of damage.
Cold Subtype: Cold immunity; double damage from fire except on a successful save.
Limited Regeneration (Su): Fire and acid deal normal damage to an ice troll. If an ice troll loses a limb or body part, the lost portion regrows in 3d6 minutes as long as the ice troll is in contact with water or ice. The ice troll can reattach the severed member instantly by holding it to the stump as long as the severed member has been immersed in water.
A severed limb can move up to 30 feet in one round and will always move toward the closest source of water.
Vulnerability to Slashing Weapons (Ex): Because of the thin brittle nature of the ice troll, it is possible to sever one of the creature's limbs with a slashing weapon. On a critical hit with a slashing weapon, the troll must succeed at a Fortitude save (DC 10 + damage taken) or lose a limb. Roll 1d6 to determine the limb lost (1-4 arm, 5-6 leg). An ice troll with a severed leg falls to the ground and can only move by crawling (at half speed). Opponents gain a +4 to attack rolls and the ice troll cannot attack in the same round it moves.
The Ice Troll first appeared in the Fiend Folio (1981).
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.