Mythic Troll

This giant humanoid has massive tusks, warty green hide sprouting bone spikes, and forearms thicker than its meaty legs.

Mythic Troll CR 6/MR 2

XP 2,400
CE Large humanoid (giant, mythic)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8

DEFENSE

AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 79 (6d8+52); regeneration 5 (acid or fire, see primal vigor)
Fort +11, Ref +4, Will +3
Defensive Abilities primal vigor; DR 5/epic

OFFENSE

Speed 30 ft.
Melee bite +9 (1d8+6), 2 claws +9 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks feral savagery (rend), mythic power (2/day, surge +1d6), rend (2 claws, 1d6+9 plus bleed 5 plus feral savagery)

STATISTICS

Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +4; CMB +11; CMD 23
Feats Intimidating Prowess, Iron Will M, Skill Focus (Perception)
Skills Intimidate +10, Perception +8
Languages Giant

SPECIAL ABILITIES

Primal Vigor (Su)

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 25. 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 or fire 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.