Frost Troll Hunter
CREATURE 6 +15; darkvision
Common, Jotun
Athletics +16, Intimidation +15, Survival +13
Str +6, Dex +2, Con +5, Int +0, Wis +2, Cha +4
AC 22; Fort +16, Ref +13, Will +11
HP 140, regeneration 15 (deactivated by acid or fire); Immunities cold; Weaknesses fire 10
Regeneration 15 (Deactivated by Acid or Fire)
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Attack of Opportunity
A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
30 feet
Melee Jaws +15 (reach 10, unarmed), Damage 2d8+9 piercing
Melee Hatchet +15 (agile, reach 10, sweep), Damage 2d6+9 slashing
Melee Claw +15 (agile, reach 10, unarmed), Damage 2d4+9 slashing
Melee Hatchet +13 (agile, sweep, thrown 10), Damage 2d6+9 slashing
Ice Stride
A frost troll hunter isn't impeded by difficult terrain caused by snow or ice, nor do they need to attempt Acrobatics checks to keep from falling on slippery ice.
Rend
Skirmish Strike (flourish)
Pathfinder Society Scenario #2-04: Path of KingsOGL