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
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
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)
Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +4; CMB +11; CMD 23
Environment cold mountains
Organization solitary or gang (2–4)
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.
A mythic troll's skin is nearly as hard as stone, with bony growths, ornamental head spikes, and oversized teeth adding to its already grotesque visage.
A mythic ice troll gains bleed 5 (when it uses rend), feral savagery (rend), and primal vigor as its mythic abilities.
A mythic jotund troll gains bleed 5 (with bite), block attacks, feral savagery (full attack), fortification, ferocity, immunity to acid and cold, and primal vigor.
A mythic moss troll gains ferocity and primal vigor as its mythic abilities.
A mythic rock troll gains bleed 5 (with rend) and primal vigor. It can expend one use of mythic power as a free action to ignore sunlight petrification for 1 minute.
A mythic scrag's primal vigor activates even if it is out of water and would not otherwise be able to use its regeneration ability.