Troll Hunter, 6th lvl Ranger (CR 11)
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: scent, darkvision 90 ft., low-light vision, Listen +13, and Spot +13
AC: 21 (-1 size, +1 Dex, +6 natural, +5 (+1 chain shirt), touch 10, flat-footed 20
Hit Dice: 6d8 plus 6d8+72 (130 hp)
Fort +16, Ref +8, Will +8
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +10; Grapple +21
Attack: Claw +16 melee or +1 battleaxe +17 melee or javelin +10 ranged
Full Attack: 2 claws +16 melee and bite +11 melee or +1 battleaxe +17/+12 melee and claw +12 melee and bite +12 melee or javelin +10 ranged
Damage: Claw 1d6+7, bite 1d6+3, +1 battleaxe 2d6+8/x3 or javelin 1d8+7
Special Attacks/Actions: Rend 2d6+10, spells
Abilities: Str 25, Dex 12, Con 22, Int 10, Wis 15, Cha 10
Special Qualities: Regeneration 5, wild empathy, favored enemy elves (+4), favored enemy humans (+2)
Feats: Alertness; Cleave; Endurance; Improved Natural Armor; Improved Two-Weapon Fighting; Iron Will; Power Attack; Track; Two-Weapon Fighting
Skills: Knowledge (dungeoneering) +6, Knowledge (nature) +6, Listen +13, Move Silently +9, Search +6, Spot +13, and Survival +11 (+13 above- or underground and following tracks)
Advancement: By character class
Climate/Terrain: Cold Mountains
Organization: Solitary or gang (2-4)
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the bit portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.