Troll, Fell (CR 14)
Huge Giant
Alignment: Always chaotic evil
Initiative: +0; Senses: darkvision 90 ft., scent, Listen +11, and Spot +12
AC: 19 (-2 size, +11 natural), touch 8, flat-footed 19
Hit Dice: 16d8+112 (184 hp)
Fort +17, Ref +5, Will +7
Speed: 40 ft.
Space: 15 ft./15 ft.
Base Attack +12; Grapple +31
Attack: Claw +21 melee
Full Attack: 2 claws +21 melee and 2 bites +19 melee
Damage: Claw 2d4+11; bite 2d6+5
Special Attacks/Actions: Rend 4d4+16
Abilities: Str 32, Dex 11, Con 24, Int 7, Wis 11, Cha 8
Special Qualities: double mind, regeneration 10
Feats: Alertness; Cleave; Iron Will; Multiattack; Power Attack; Track
Skills: Listen +11, Search +2, and Spot +12
Advancement: By character class
Climate/Terrain: Any cold land
Organization: Solitary or gang (2-4)
Treasure/Possessions: Standard
Source:
Unapproachable East
Rend (Ex): A fell troll that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 4d4+16 points of damage.
Double Mind (Ex): Having two heads, fell trolls are difficult to charm, confuse, or otherwise deceive with magic. A fell troll makes two saving throws against any spell or effect calling for a Will save and uses the better of the two results.
Regeneration (Ex): Fell trolls take normal damage from fire and acid. If a fell 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.
Scent (Ex): A fell troll can detect approaching enemies sniff out hidden foes, and track by sense of smell.
Skills: A fell troll's two heads grant it a +2 racial bonus on Listen, Spot, and Search checks.
A fell troll's tactics are simple. It bounds up to some unlucky soul and does its best to tear the victim limb from limb.