Half-Troll* (CR 9)
AC: 22 (+1 Dex, +11 natural), touch 11, flat-footed 21
Hit Dice: 6d8+24 (51 hp); DR: 10/magic
Fort +9, Ref +6, Will +5
Speed: 40 ft.
Space: 5 ft./5 ft. (10 ft. with glaive)
Base Attack +4; Grapple +9
Attack: Glaive +10 melee, or claw +9 melee
Full Attack: Glaive +10 melee, or 2 claws +9 melee and bite +7 melee and beard (see text)
Damage: Glaive 1d10+7 plus wounding, claw 1d4+5, bite 1d6+2, beard 1d8+5 plus disease
Special Attacks/Actions: Beard, improved reach, rage, rend 2d4+7, spell-like abilities, summon baatezu, wound
Abilities: Str 21, Dex 13, Con 19, Int 4, Wis 10, Cha 8
Special Qualities: Acid resistance 10, cold resistance 10, fast healing 5, fire immunity, poison immunity, see in darkness, SR 23, telepathy 100 ft. (Barbazu)
Feats: Cleave; Power Attack; Weapon Focus (glaive)
Skills: Listen +5 and Spot +4
Advancement: 7-9 HD (Medium-size); 10-18 HD (Large)
Climate/Terrain: Any land and underground (Nine Hells)
Half-troll barbazus are feral, unfettered by excessive reasoning. They simply love to tear things apart, and focus all their abilities to that end.
Beard (Ex): If a half-troll barbazu hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature must succeed on a Fortitude save (DC 17) or be infected with the disease called devil chills (incubation period 1d4 days, damage 1d4 Strength). Once it takes hold, the disease deals damage each day until the victim succeeds on three consecutive Fortitude saves, the disease is cured magically, or the victim dies.
Rage (Ex): Twice per day a half-troll barbazu can fly into a frenzy, raging like a barbarian. For 9 rounds, the half-troll barbazu gains a +4 bonus to Strength, a +4 bonus to Constitution and a +2 morale bonus on Will saves, but takes a -2 penalty to Armor Class. The following changes are in effect as long as the rage lasts: HD 6d8+36 (63 hp); AC 20, touch 9, flat-footed 19; Base Attack Grapple +6/+11; Full Attack glaive +12 melee or 2 claws +11 melee and bite +9 melee; Damage glaive 1d10+9 plus wounding, claw 1d4+7, bite 1d6+4, beard 1d8+7 plus disease; SV Fort +11, Will +7; Str 25, Con 23. At the end of its rage, the half-troll barbazu is not fatigued.
Rend (Ex): If a half-troll barbazu hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4+7 points of damage (2d4+9 when raging).
Spell-like Abilities: At will - animate dead, charm person, command, desecrate, magic weapon, major image, produce flame, suggestion. A half-troll barbazu can induce fear by touch, as the spell, except it affects only the creature touched. Caster level 8th; save DC 9 + spell level. A half-troll barbazu can use teleport without error (self plus maximum load of objects only) at will. Caster level 12th.
Summon Baatezu (Sp): Once per day, a half-troll barbazu can attempt to summon 2d10 lemures with a 50% chance of success, or 1 barbazu with a 35% chance of success.
Wound (Su): A hit from a half-troll barbazu's glaive causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (requiring a Heal check against DC 10) or the creature dies. This is an innate ability of barbazu, not a feature of the weapon.
Fast Healing (Ex): A half-troll barbazu regains lost hit points at the rate of 5 per round so long as it has at least 1 hit point. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a half-troll barbazu to regrow or reattach lost body parts.
See in Darkness (Su): A half-troll barbazu sees perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): A half-troll barbazu can communicate telepathically with any creature within 100 feet that has a language.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.