XP 9,600
Troll witch 10
CE Large humanoid (giant)
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +16
DEFENSE
AC 18, touch 11, flat-footed 16 (+2 armor, +2 Dex, +5 natural, –1 size)
hp 200 (16 HD; 6d8+10d6+138); Regeneration 5 (acid or fire)
Fort +17, Ref +8, Will +12
OFFENSE
Speed 30 ft.
Melee bite +12 (1d8+4), 2 claws +12 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks hexes (agony [10 rounds], cackle, evil eye [–4, 6 rounds], misfortune [2 rounds], slumber [10 rounds], water lung), rend (2 claws, 1d6+7)
Witch Spells Prepared (CL 10th; concentration +13)
5th—flame strike (DC 20), mass pain strike (DC 18)
4th—confusion (DC 17), enervation, wall of ice (DC 17)
3rd—fireball (2, DC 18), ray of exhaustion (DC 16), screech (DC 16)
2nd—bull's strength, burning gaze (DC 17), enthrall (DC 15), flaming sphere (DC 17), touch of idiocy
1st—burning hands (DC 16), cause fear (DC 14), ray of enfeeblement (DC 14), reduce person (DC 14)
0 (at will)—bleed (DC 13), detect magic, purify food and drink, touch of fatigue (DC 13)
Patron elements
TACTICS
During Combat The troll elder matron attacks with flame strike or mass pain strike. She then adjusts her strategy to suit her opponents, usually choosing the misfortune or evil eye hex and using Split Hex to apply it to the two enemies who would be most hindered by it.
STATISTICS
Str 19, Dex 14, Con 27, Int 16, Wis 11, Cha 8
Base Atk +9; CMB +14; CMD 26
Feats Combat Casting, Craft Wondrous Item, Elemental Focus (fire), Greater Elemental Focus (fire), Improved Initiative, Improved Iron Will, Iron Will, Split Hex
Skills Bluff +7, Intimidate +14, Knowledge (arcana) +14, Knowledge (nature) +11, Perception +16, Sense Motive +8, Spellcraft +11, Stealth +8, Survival +8, Swim +9
Languages Abyssal, Giant, Goblin, Orc
SQ witch's familiar (bat)
Combat Gear dust of disappearance; Other Gear bracers of armor +2, cloak of resistance +1, headband of vast intelligence +4, 500 gp