High Troll

High Troll                                                                      CR 18

XP 153

Medium Monstrous Humanoid (Giant, Water)

Init +9; Senses Low-Light Vision, Scent, Keen Scent, Darkvision 120ft; Perception +38

Auras Stench (DC 33, 1d8+22 rounds)

DEFENSE
AC 33, touch 15, flat-footed 28 (+5 Dex, +18 natural)

hp 385 (22d10+264); Regeneration 5

Fort +21, Ref +18, Will +22

Defensive Abilities Half Damage from Weapons, Evasion, Uncanny Dodge

Immunities Bleed, Poison, Permanent Wound Resist Cold 10

OFFENSE
Speed 30 ft., swim 60 ft.

Melee 2 claws +36 (1d4+13 plus poison), greatsword +30 (2d6+13/19-20,x2)

Druid spells prepared: (CL 18, Concentration +25)

9th-(DC 26) Shapechange, Regenerate

8th-(DC 25) Word of Recall, Animal Shapes, Mass Cure Serious Wounds

7th-(DC 24) Summon Nature's Ally VII, True Seeing, Control Weather, Fire Storm

6th-(DC 23) Transport via Plants, Ironwood, Mass Cat's Grace, Mass Bull's Strength, Repel Wood

5th-(DC 22) Transmute Mud to Rock, Commune with Nature, Control Winds, Unhallow, Transmute Rock to Mud

4th-(DC 21) Flame Strike, Giant Vermin, Dispel Magic, Spike Stones, Rusting Grasp

3rd-(DC 20) Meld into Stone, Cure Moderate Wounds, Magic Fang(3), Dimimish Plants

2nd-(DC 19) Spider Climb, Reduce Animal(2), Fog Cloud, Bull's Strength, Flame Blade

1st-(DC 18) Detect Snares and Pits, Goodberry(2), Hide from Animals, Faerie Fire, Charm Animals

0th-(DC 17) Virtue, Create Water, Resistance(2)

Special Attacks Horrific Appearance (DC 20), Poison (Ex) (claw-injury save DC 33, frequency 1/minute for 6 minutes, effect 1d8 Con damage, cure 2 consecutive saves)

STATISTICS
Str 36, Dex 20, Con 34, Int 16, Wis 24, Cha 8

Base Atk +22; CMB +35; CMD 50

Feats Cleave, Combat Reflexes, Great Fortitude, Improved Initiative, Improved Sunder, Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (claw)

Skills: Diplomacy +24, Intimidate +24, Perception +38, Profession (choose one) +29, Ride +30, Stealth +27; Racial Modifiers Perception +6

Languages Common

SQ Monstrous Humanoid Traits, Stench

SPECIAL ABILITIES
Change Shape (Su)

A High Troll has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as up to a level 8 polymorph spell (the type of which matches the form it can change into), but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely.

Horrific Appearance (Su)

A High Troll has such a horrific, mind-rending shape that those who gaze upon it suffers all manner of ill effects. A High Troll can present itself as a standard action to assault the senses of all living creatures within 30 feet. Those affected by a High Troll's horrific appearance must make a DC 20 will save or become nauseated for 1d6 rounds (these effects can vary greatly, this is just a sample effect). This ability is a mind-affecting gaze attack. The save DC is charisma-based.

Poison (Ex)

A High Troll can poison those it attacks. A High Troll's claw attack(s) will inflict a poison on its victims that has a fortitude save DC of 33, a frequency of 1/minute for 6 minutes, causes 1d8 con damage, and takes two saves to cure. The save DC is constitution-based.

Evasion (Ex)

A High Troll can avoid even magical and unusual attacks with great agility. If a High Troll makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the High Troll is wearing light armor or no armor. A helpless High Troll does not gain the benefit of evasion.

Uncanny Dodge (Ex)

A High Troll has the ability to react to danger before it's senses would normally allow it to do so. A High Troll cannot be caught flat-footed, nor does it lose it's Dex bonus to AC if the attacker is invisible. It still loses it's Dexterity bonus to Armor Class if immobilized. A High Troll with this ability can still lose it's Dexterity bonus to Armor Class if an opponent successfully uses the feint action against it.

Monstrous Humanoid Traits

Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well.

-Darkvision 60 feet.

-Monstrous humanoids breathe, eat, and sleep.

Scent (Ex)

A High Troll can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can detect opponents by sense of smell within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Keen Scent (Ex)

A High Troll can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can detect opponents by sense of smell within 180 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

Stench (Ex)

A High Troll secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with Stench) within 30 feet must succeed on a Fortitude save (DC 33) or be sickened for 1d8+22 rounds. Creatures that successfully save cannot be affected by the same creature’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is constitution based.

ECOLOGY
Environment: Swamp, Any

Organization: Solitary

Treasure: Y

High Trolls are a highly evolved troll that has strong ties with nature.