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Troll, Ice

CR 4.00 Humanoid CE Large HD 6
This large creature has light blue-green skin and cold, piercing eyes. Dressed in rough furs, its tusked jaw juts forth in a long underbite.

Ice trolls are somewhat smaller than normal trolls, but they possess greater intelligence and cunning and are just as voraciously hungry. They display the typical hunched posture of trolls, combined with long arms tipped with sharp claws and the distinctive troll underbite. Like normal trolls, ice trolls possess amazing regenerative powers that enable them to recover from almost any wound. Unlike most trolls, ice trolls often use weapons in battle, but in the heat of combat, they often cast aside weapons in favor of their rending claws. An ice troll stands about 10 feet tall and weighs up to 900 pounds.

Because of their greater intellects, ice trolls sometimes work as mercenaries, and often serve as soldiers in monstrous armies. They frequently ally with frost giants, and may even be found among northern barbarian tribes, as long as they are well fed and well paid.

Ice trolls enjoy the taste of human flesh, and those not working with humans frequently set traps near civilized areas to catch their favorite prey. They will also raid isolated settlements for food, often bringing captured humans back to their icy lairs, where the unfortunate victims are caged and fattened up before finally being devoured by the voracious trolls.

In combat, ice trolls are more cautious than normal trolls. They do not normally rush headlong into battle, instead focusing on weaker foes or those bearing fire. They do not hesitate to attack opponents armed with fire, but work together to defeat such enemies before they can bring their dangerous weapons to bear.

Ice troll society is more patriarchal than normal troll society, and while males may form gangs to hunt or raid, most ice trolls live in small family groups comprised of a male, a female, and their offspring.

HP
45 (6d8+18); regeneration 5 (acid or fire)
AC
17, touch 13, flat-footed 13 (+4 Dex, +4 natural, -1 size)
Init
+4
Speed
30 ft.
Fort
+8
Ref
+8
Will
+2
BAB
+4
CMB
+9
CMD
23
Melee
battleaxe +7 (2d6+4), bite +2 (1d6+2), claw +2 (1d4+2) or<p class="stat-block-2">bite +7 (1d6+4), 2 claws +7 (1d4+4) </p>
Space
10 ft.
Reach
10 ft.
str
19
+4
dex
18
+4
con
16
+3
int
9
-1
wis
10
+0
cha
7
-2

Weapons: Simple

rend (2 claws, 1d6+6)

Universal Monster Rules

Rend (2 claws, 1d6+6) Ex from Universal Monster Rule
If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature's description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature's Strength bonus.

Feats, Traits & Items

Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Skill Focus (Perception) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus

Intimidate +7, Perception +9, Survival +4

Details
Type
Humanoid
Alignment
CE
Size
Large
Environment
cold mountains or underground
Organization
solitary or band (3-6)
Treasure
standard
Senses
darkvision 60 ft., low-light vision; Perception +9
Languages
Giant
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
3 House/Core
View references and cross-links for Troll, Ice

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