Troll
Deep in the swamps of Traykon, the trolls have grown strong. Valislad drove these creatures into hiding in the arctic north and the inaccessible swamp regions uninhabited by men. Due to their isolation and self dependence, they have become a force in the world. Trolls are tribal and whole tribes have been known to move into a humanoid city and take up residence. The local population doesn't like their brutish neighbors but normally do not want to risk a large battle to run them out. For their own part, trolls normally try to live obeying the laws of a particular area. Often, the authorities try and persecute the trolls making them react in ways that gives them no choice but to leave the area.
Sometimes noblemen will allow tribes to move into their domain on the condition that the trolls add to the noblemen's army. These fierce fighters are deadly guards and a squad of armored trolls can strike fear into even the most battle hardened unit. Trolls have developed a deep sense of duty and therefore make wonderful soldiers.
Rumors abound of troll cities hidden deep in the uninhabited regions of the world. The wealth of these cities is a matter of legend but none have ever visited one and lived to tell the tale. Trolls will neither confirm nor deny these rumors and often will just ignore questions about their ancestral homes. Trolls have been known to leave their tribes and strike out on their own. These trolls often find their way in the world as mercenaries or special guards for a wealthy merchant.
Natural Attacks: A troll can strike with its powerful claws for 1d6 (plus strength modifier) damage as well as bite for 1d6 (plus 1/2 strength modifier) damage. A troll who hits with two claw attacks in one round, their claws do an extra 2d6 damage as it rends the flesh.
Regeneration: A troll automatically heals 5 points of damage a round as long as they have at least 1 hit point remaining. Trolls are unable to heal damage caused by fire or acid. If a limb is severed, the troll can take one round to hold the limb in place and it reattaches itself.
Fear Immunity: Trolls again a +10 bonus on all Fear checks.
Automatic Languages: Common and Giant
Bonus Languages: Dwarven, Goblin, and Orc
Favored Class: Barbarian
Effective Level: +5