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)
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.
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.