Giant Gnarled Ice Troll Cleric 15 CR 18
AC 33, touch 10, flat-footed 33 (+10 armor, +3 deflection, –1 Dex, +13 natural, –2 size)
hp 304 (20 HD; 5d8+15d8+215); regeneration 3 (acid or fire)
Fort +23, Ref +8, Will +16
Defensive Abilities ferocity, DR 10/adamantine, 5/magic; Immune cold; Resist fire 10; SR 27
Weaknesses vulnerability to fire, vulnerability to slashing weapons
Speed 15 ft.
Melee bite +21 (2d6+9/19–20), 2 claws +21 (1d8+9/19–20)
Space 15 ft.; Reach 15 ft.
Special Attacks might of the gods +15 (15 rounds/day), rend (2 claws, 1d8+13), weapon master (15 rounds/day)
Domain Spell-Like Abilities (CL 15th; concentration +20)
8/day—battle rage +7, strength surge +7
Spells Prepared (CL 15th; concentration +20)
8th—clenched fist (DC 23), power word stun D
7th—blasphemy (DC 22), destruction (DC 22), power word blind D
6th—blade barrier (DC 21), greater dispel magic, harm (DC 21), stoneskin D
5th—flame strike D (DC 20), greater command (DC 20), righteous might, slay living (DC 20), spell resistance, true seeing
4th—air walk, chaos hammer (DC 19), divination, divine power D, freedom of movement, unholy blight (DC 19)
3rd—bestow curse (DC 18), blindness/deafness (DC 18), create food and water, dispel magic, invisibility purge, magic vestment D
2nd—augury, bull’s strength, calm emotions (DC 17), darkness, death knell (DC 17), spiritual weapon D
1st—bane (DC 16), command (DC 16), deathwatch, doom (DC 16), entropic shield, hide from undead, magic weapon D
0th (at will)—bleed (DC 15), detect magic, guidance, resistance
During Combat If combat ensues, he takes to the air with air walk while sending his spiritual weapon (a huge warhammer) against an arcane caster. He uses clenched fist, blasphemy, destruction, and blade barrier to keep opponents at bay, and targets weakened foes with power word blind and power word stun.
Morale He will not retreat from his newly found altar, and will fight to the death to defend it.
Str 28, Dex 8, Con 28, Int 7, Wis 20, Cha 5
Base Atk +14; CMB +25; CMD 37
Feats Cleave, Combat Casting, Great Cleave, Improved Critical (bite), Improved Critical (claws), Intimidating Prowess, Lightning Reflexes, Power Attack, Skill Focus (Perception), Toughness
Skills Intimidate +13, Knowledge (religion) +3, Linguistics +3, Perception +12, Spellcraft +10
Languages Common, Giant, Skald
Gear +4 white dragonhide breastplate, amulet of natural armor +2, cloak of resistance +1, headband of inspired wisdom +4, minor ring of fire resistance, ring of protection +3, diamond dust (worth 500 gp), walrus tusk ivory unholy symbol of Kostchtchie (worth 250 gp)
If an opponent rolls a natural 20 with a slashing weapon against an ice troll (followed by a successful roll to confirm the critical hit), the ice troll must succeed on a Fortitude save (DC 10 + damage taken) or lose a limb (50% arm or leg, 50% right or left). An ice troll who loses a leg falls prone but can continue moving at half speed. Severed limbs cannot attack but move at a speed of 30 feet toward the troll.
Pathfinder Module: The Witchwar Legacy. © 2010, Paizo Publishing, LLC; Author: Greg A. Vaughan.