Spark Troll (3-4)
CREATURE 1 +6; darkvision
Chthonian, Jotun
Acrobatics +8
Str +0, Dex +3, Con +3, Int -1, Wis +1, Cha +1
AC 16; Fort +6, Ref +10, Will +4
HP 22, regeneration 3 (deactivated by acid or fire); Immunities electricity; Weaknesses fire 3, holy 3
Regeneration 3 (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.
Sonic Redirection
The spark troll would take sonic damage
The spark troll redirects hazardous sonic vibrations to another target within 30 feet. The spark troll gains resistance 5 against the triggering damage, and their chosen target must succeed at a DC 17 Reflex save or be knocked Prone.
25 feet, fly 10 feet
Melee Barbed Tongue +8 (finesse, reach 10, unholy), Damage 1d6 piercing
Lightning Blast (concentrate, electricity, primal)
The spark troll calls lightning down from the sky, then redirects it out from their hands in a 40-foot line. Creatures in the line take 2d4 electricity damage (DC 17 basic Reflex save).
Pathfinder Society Scenario #2-05: Balancing the ScalesOGL