Encounters by Locale: Cormyrean Marshes - The Marsh of Tun
Troll (CR 5)
Alignment: Usually chaotic evil
Initiative: +2 (Dex); Senses: darkvision 90 ft., low-light vision, scent, Listen +5, and Spot +6
AC: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Hit Dice: 6d8+36 (63 hp)
Fort +11, Ref +4, Will +3
Speed: 30 ft.
Space: 10 ft./10 ft.
Base Attack +4; Grapple +14
Attack: Claw +9 melee
Full Attack: 2 claws +9 melee and bite +4 melee
Damage: Claws 1d6+6, bite 1d6+3
Special Attacks: Rend 2d6+9
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Special Qualities: Regeneration 5
Feats: Alertness; Iron Will; Track
Skills: Listen +5 and Spot +6
Advancement: By character class
Climate/Terrain: Cold Mountains
Organization: Solitary or gang (2-4)
Source: Monster Manual
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.