Mother Troll

MOTHER TROLL 

CR 12/MR 2

Female Ice Troll Humanoid 16 / Witch 12

CN Gargantuan humanoid (giant, cold, mythic)

Init +6; Senses Darkvision (60 ft.), Low-Light Vision, Perception +35,

DEFENSE
AC 37, touch 17, flat-footed 31 (+2 *Amulet of Natural Armor +2, +6 Dex, +5 deflection, +14 natural, -4 size)

hp 1276 (16d8)+(12d6)+1076, Regeneration 37 (acid)

Fort +58, Ref +21, Will +17

Immunities Cold, Death, Fire, Paralysis, Poison, Stunning

DR 10/epic

Weaknesses Vulnerability to Acid

OFFENSE
Speed 30 ft.

Melee rod (python) (gargantuan) +43/+38/+33/+28 (1d6+29/+14)

Melee rod (python) (gargantuan/head 1 only) (two handed) +43/+38/+33/+28 ((two handed) 1d6+43)

Melee rod (python) (gargantuan/head 2 only) (two handed) +43/+38/+33/+28 ((two handed) 1d6+43)

Melee bite +42 (2d6+28)

Melee claw +43/+43 (1d8+28)

Melee dagger +3 (gargantuan) +45/+40/+35/+30 (2d6+31/19-20)

Ranged dagger +3 (gargantuan/thrown) +23/+18/+13/+8 (2d6+31/19-20)

Special Attacks Major Hex - Infected Wounds, Nails, Rend (2 claws, 1d6+42 plus 2 Con damage),

Prepared Spells Prepared Spell List

Witch (CL 12th):

6th - enervation [empower spell] , plague storm (DC 24) , poison [persistent spell]  (DC 22)

5th - cloudkill (DC 23), confusion [bouncing spell]  (DC 22) , plague carrier (DC 23) , suffocation (DC 23) unnatural lust [persistent spell] (DC 23)

4th - charm person [persistent spell, bouncing spell]  (DC 19), confusion (DC 22) , enervation , infernal healing, greater (DC 22) , poison (DC 22)

3rd - bestow curse (2) (DC 21), dispel magic , icicle dagger [empower spell]  , nature's ravages (2)

2nd - boiling blood (DC 20), corpse lanterns , ill omen [bouncing spell]  , pox pustules (2) (DC 20) , unnatural lust (DC 20)

1st - icicle dagger (3), ill omen (2) , negative reaction (DC 19)

0th - bleed (DC 18), read magic (DC ) , resistance (DC 18) , stabilize (DC 18)

STATISTICS
Str 66, Dex 22, Con 86, Int 26, Wis 10, Cha 2

Base Atk +18; CMB +50; CMD 71

Feats  Alertness, Arisen, Bouncing Spell, Eldritch Claws, Empower Spell, Foeslayer, Improved Natural Armor, Improved Rending Fury, Lightning Reflexes (mythic), Minor Spell Expertise, Persistent Spell, Rending Fury, Spell Hex (Icicle Dagger), Spell Penetration, Weapon Focus (Claw)

Skills  Acrobatics +6, Appraise +36, Bluff -4, Climb +59, Craft (Untrained) +8, Diplomacy -4, Disguise -4, Escape Artist +6, Heal +31, Intimidate +27, Knowledge (Arcana) +39, Knowledge (Nature) +39, Perception +35, Perform (Untrained) -4, Ride +6, Sense Motive +2, Stealth -6, Survival +31, Swim +56, Use Magic Device +27,

Languages Common, Giant, Hallit, Osiriani, Polyglot, Shadowtongue, Shoanti, Skald, Varisian

SQ Cantrips, Charm, Darkvision, Death Patron, Deliver Touch Spells, Hex, Low-Light Vision, Major Hex - Nightmares, Primal Vigor, Regeneration 37 (acid), Slumber, Swamp Hag, Ward, Wart Parasites, Witch's Familiar, Witch Patron Spells,

Possessions  amulet of natural armor +2;  rod (python) (gargantuan);  ring of the ram;  ring of protection +5;  bracers of armor +6;  cloak of resistance +4;  wand of lightning bolt;  wand of burning hands;  ioun stone, onyx rhomboid;  dagger +3 (gargantuan); ioun stone, opalescent spindel, ioun stone, witch's ruby

SPECIAL ABILITIES
Cantrips  You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Charm (Su)  The hex improves the attitude of the target by 2 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for 8 rounds. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a mind-affecting charm effect.

Darkvision (Ex)  Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Death Patron

Deliver Touch Spells (Su)  Your familiar can deliver touch spells or hexes for you. If you and your familiar are in contact at the time you cast the touch spell, you can designate your familiar as the "toucher". Your familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your familiar can be used to make the touch. You do not have to be in contact with your familiar to use this ability.

Hex  Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2-10. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is 24.

Immunity to Cold (Ex)  You never take cold damage.

Indelible Ire  When you are gravely wounded, you're stirred to greater combat focus. Each time a critical hit is confirmed against you, you gain a +1 trait bonus on attack rolls for 1 round.

Low-Light Vision (Ex)  You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Major Hex - Infected Wounds (Su)  The target's wounds become infected (Fortitude negates). The target takes 1 point of Constitution damage per day. After the first day, the target may save once per day to cure the infection. This is a disease effect.

Major Hex - Nightmares (Su)  This hex functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.

Nails (Ex)  Your nails are long and sharp, and count as natural weapons that deal 1d3 points of damage. These attacks are secondary attacks. If trimmed, your nails regrow to their normal size in 1d4 days.

Oathbound  You have made a solemn oath, and you pursue that oath with headstrong determination. Once per day, you may reroll a saving throw against a charm or compulsion effect. You must take the second result even if it is worse.

Primal Vigor (Ex) If a mythic troll takes damage during a round, its regeneration increases by 5 at the start of its next turn, to a maximum of 42. If the troll is at full hit points at the start of its turn, its regeneration decreases by 5, to a minimum of 5. Damaging the troll with acid only partially suppresses its regeneration.

On its turn following this damage, the troll regenerates only half the normal number of hit points (for example, a troll with regeneration 15 would heal 7 hit points) and can die normally on that round.

Regeneration (Ex)  You are difficult to kill. You heal damage equal to your constitution modifier per round, as with fast healing, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Acid causes your regeneration to stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of your body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

Rend (Ex)  If you hit with two or more natural attacks in 1 round, you can cause tremendous damage (1d6+42) 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.

Slumber (Su)  If the creature fails a will save, it falls into a deep, magical sleep for 12 rounds. This hex can affect a creature of any HD.

Swamp Hag (Sp)  While traveling through swamps, mires, bogs, and similar terrain, you leave no trail and cannot be tracked, as the trackless step druid ability. You can walk through mud and even quicksand as if it were normal ground.

Vulnerability to Acid (Ex)  You take half again as much (+50%) damage as normal from Acid, regardless of whether a saving throw is allowed, or if the save is a success or failure

Ward (Su)  The warded creature receives a +3 deflection bonus to AC and a +3 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.

Wart Parasites (Ex) Any creature who is forced to kiss the troll mother while under the effects of her unnatural lust spell, has a 50% chance of kissing one of her warts, doing so, the character must make a DC 30 fortitude save or be infected with a wart familiar, after 2 rounds of failed saves the target falls unconscious and if not healed with a dc 25 heal check, will die and a tiny troll spawn will burst forth from their face.

Witch's Familiar  You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.

Witch Patron Spells  At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.