Troll, Mountain (CR 10)
Alignment: Usually Chaotic Evil
Initiative: +1 (Dex); Senses: darkvision 90 ft., low-light vision, scent, Spot +11, and listen +11
AC: 22 (-2 size, +13 natural armor, +1 Dex), touch 9, flat-footed 21
Hit Dice: 15d8+150 (217 hp)
Fort +19, Ref +6, Will +7
Speed: 30 ft.
Space: 15 ft./15 ft.
Base Attack +11; Grapple +31
Attack: Greatclub +16 melee
Full Attack: Greatclub +16/+11/+6 melee and bite +11 melee; or 2 claws +16 melee and bite +11 melee*
Damage: Greatclub 3d8+28, bite 1d8+11*, claws 1d8+17 (*Includes adjustments for Power Attack feat)
Special Attacks/Actions: Knockdown
Abilities: Str 35, Dex 12, Con 31, Int 6, Wis 11, Cha 6
Special Qualities: fast healing 9, stability
Feats: Alertness; Awesome Blow; Cleave; Improved Bull Rush; Iron Will; Power Attack
Skills: Hide -7 (+1 in mountain settings), Spot +11, and listen +11
Advancement: By character class
Climate/Terrain: Any mountains
Organization: Solitary or pair
Monster Manual III
Knockdown (Ex): A mountain troll that hits with a weapon or claw attack can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the mountain troll.
Stability (Ex): Mountain trolls are exceptionally stable on their feet. A mountain troll has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Skills: Mountain trolls can blend in with their mountain surroundings, providing them a +8 racial bonus on Hide checks in the mountains.
Mountain trolls have no concept of fear or caution. When they see something they want (typically something that they want to eat), they take it. If anything or anyone gets in their way, they smash it. A mountain troll normally attacks using its Power Attack feat, taking a -5 penalty on its attack rolls and gaining a +5 bonus on damage rolls (+10 if using a great club).