Troll, Ice
Large Giant (Cold) — CR 4
Troll, Ice is a D&D 3.5 monster from —. CR 4, HD 5d8+25 (47 hp).
- Hit Dice
- 5d8+25 (47 hp)
- Initiative
- +2
- Speed
- land 30 ft, 30 ft. (20 ft. in scale mail)
- Base Attack / Grapple
- +3/+13
- Attack
- Warhammer +8 melee; or claw +8 melee
- Full Attack
- Warhammer +8 melee; or 2 claws +8 melee and bite +3 melee; or spittle +4 ranged touch
- STR
- 22
- DEX
- 15
- CON
- 21
- INT
- 9
- WIS
- 10
- CHA
- 8
- Fort / Ref / Will
- +9 / +3 / +3
- Challenge Rating
- 4
- Alignment
- Always chaotic evil
- Organization
- Solitary or warband (3-12)
- Treasure
- Standard
- Level Adjustment
- +5
Special Abilities
RendLimited RegenerationVulnerability to Slashing Weapons
Feats
Description
A severed limb can move up to 30 feet in one round and will always move toward the closest source of water.
Ice trolls are organized and intelligent enough to know their weaknesses, and will rarely start a fight at a disadvantage. Unlike their larger and less intelligent cousins, they will not wade into combat blindly, but will often try to pick off weaker opponents one by one, hoping to bring back live prey. Ice trolls will often defend their camps by wading in ankle-deep water and attacking from this pool. They frequently lay nets across the floor of these pools to capture or at least entangle their attackers.
The Ice Troll first appeared in the Fiend Folio (1981).
Cold Subtype
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.