Troll, War (CR 12)
Large Monstrous Humanoid
Alignment: Usually lawful evil
Initiative: +7; Senses: darkvision 90 ft., low-light vision, scent, Listen +11, and Spot +12
AC: 31 (-1 size, +14 natural armor, +5 breastplate, +3 Dex), touch 12, flat-footed 28
Hit Dice: 12d8+108 (162 hp); DR: 5/adamantine
Fort +13, Ref +11, Will +12
Speed: 40 ft. (30 ft. in breastplate)
Space: 10 ft./10 ft.
Base Attack +12; Grapple +26
Attack: Masterwork greatsword +23 melee or bite +21 melee or masterwork composite longbow (+10 Str bonus) +15 ranged
Full Attack: Masterwork greatsword +23/+18/+13 melee and bite +19 melee; or 2 claws +21 melee and bite +19 melee; or masterwork composite longbow (+10 Str bonus) +15/+10/+5 ranged
Damage: Masterwork greatsword 3d6+15/19-20, bite 1d6+5, claws 1d8+10, masterwork composite longbow (+10 Str bonus) 2d6+10/x3
Special Attacks/Actions: Dazing blow
Abilities: Str 31, Dex 16, Con 29, Int 8, Wis 15, Cha 10
Special Qualities: regeneration 9, SR 20
Feats: Alertness; Improved Initiative; Iron Will; Multiattack; Weapon Focus (greatsword)
Skills: Listen +11 and Spot +12
Advancement: By character class
Organization: Solitary, pair, or gang (3-9)
Treasure: Standard (including masterwork greatsword and masterwork composite longbow [+10 Str bonus])
Monster Manual III
Unlike their troll kindred, war trolls are precise and methodical in combat. They trust their regenerative abilities to see them through a fight against even powerful warriors, so they focus their attention on spellcasters early in any skirmish.
Dazing Blow (Ex): The force of a war troll's blow can be overwhelming. If a war troll hits with a weapon or claw attack, the opponent must make a DC 25 Fortitude save or be dazed for 1 round. The save DC is Constitution-based.
Regeneration (Ex): Unlike with their lesser cousins, acid (not fire) deals normal damage to a war troll. If a war troll loses a limb or a body part, the lost portion regrows in 2d4 minutes. The creature can reattach the severed member instantly by holding it to the stump.