The material below is Open Game Content
Hit Dice: 6d8+30 (57 hp)
Speed: 30 ft. (6 squares)
AC: 16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+13
Attack: Claw +8 melee (1d6+5)
Full Attack: 2 claws +8 melee (1d6+5) and bite +3 melee (1d6+2)
Space/Reach: 10 ft. /10 ft.
Special Attacks: Dust cloud, improved grab
Special Qualities: Darkvision 60 ft., dust cloud, low-light vision, regeneration 6
Saves: Fort +10, Ref +3, Will +3
Abilities: Str 21, Dex 13, Con 21, Int 6, Wis 9, Cha 6
Skills: Hide +8, Listen +4, Spot +4
Feats: Alertness, Improved Initiative, Iron Will
Environment: Cold or temperate desert
Organisation: Solitary or gang (2-4)
Challenge Rating: 6
Alignment: Usually chaotic evil
Advancement: 7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment: +5
This appears to be a troll, yet it is incredibly gaunt and lanky; furthermore, its body appears to constantly crumble into, and rearrange itself from, a permanent ash cloud surrounding it. The thing’s grey body is almost invisible while inside this dust cloud.
Cinder trolls have hearts and souls as dry as the charred matter they take their name from. One of these creatures appears as an incredibly dull, dark grey troll with particularly gangly features, constantly surrounded by a thin ash cloud wherever it goes. Despite its appearance of being made of ash – and a cinder troll actually does have this appearance, even to a discerning eye – a cinder troll is flesh and blood, however tough and regenerating. When a cinder troll speaks, black dust and smoke seem to pour from its mouth.
Cinder trolls attempt to grab their opponents and pull them inside their dust cloud, where they have all the advantages. Otherwise they fight as normal trolls do, charging into battle with the boldness of a creature that believes itself indestructible.
Dust Cloud (Ex): The dust cloud surrounding a cinder troll has two main effects: first, it gives the troll a continuous concealment effect (20% miss chance, may make Hide checks at any time); second, any creature within 5 feet of the cinder troll must succeed at a Fortitude save (DC 18, Constitution based) each round or become half-blinded and coughing from the dust (treat as stunned) for that round.
Improved Grab (Ex): A cinder troll that hits with a claw attack may start a grapple as a free action without provoking an attack of opportunity.
Regeneration (Ex): A cinder troll suffers normal damage from acid. If a cinder troll loses a limb or body part, the lost portion reforms from the troll’s dust cloud in 3d6 minutes. A cinder troll can reattach a lost body part instantly by holding it against the stump for one round.
Skills: A cinder troll gains a +8 racial bonus on all Hide checks. If its dust cloud is dispelled by any means, the Hide bonus is negated.