Troll, Wasteland (CR 7)
Alignment: Usually chaotic evil
Initiative: +0; Senses: darkvision 90 ft., low-light vision, scent, Listen +8, and Spot +7
AC: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Hit Dice: 8d8+56 (92 hp)
Fort +14, Ref +4, Will +4
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +6; Grapple +17
Attack: Claw +13 melee or greatclub +12 melee
Full Attack: 2 claws +13 melee and bite +8 melee or greatclub +12/+7 melee and bite +8 melee
Damage: Claw 1d6+7, bite 1d8+3, greatclub 2d8+10
Special Attacks/Actions: Rend 2d6+10
Abilities: Str 25, Dex 11, Con 24, Int 5, Wis 10, Cha 8
Special Qualities: light sensitivity, regeneration 5
Feats: Alertness; Iron Will; Weapon Focus (claw)
Skills: Listen +8 and Spot +7
Advancement: By character class
Climate/Terrain: Warm hills and mountains
Organization: Solitary or tomb (2-4)
Light Sensitivity (Ex): A wasteland troll is dazzled by bright sunlight or the glare of a daylight spell. In addition, a wasteland troll exposed to sunlight or its equivalent is treated as though it was slowed: It can take only a single move action or standard action each turn, but not both (nor can it take full-round actions). It also takes a -1 penalty on attack rolls, AC, and Reflex saves, and moves at half its normal speed.
Regeneration (Ex): Fire and acid deal normal damage to a wasteland troll. If a wasteland 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.
Rend: If a wasteland troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage.
Wasteland trolls are no more subtle about combat than their more common relatives. They charge opponents with no regard for their own safety - or, for that matter, combat tactics. Though vulnerable to fire, they merely seek to avoid it and continue attacking.