Astral Troll   
Large Giant
Hit Dice:
6d8+30 (57 hp)
Initiative: +3 (+3 Dex)
Speed: Fly 120 ft. (perfect)
AC: 19 (-1 size, +3 Dex, +7 natural)
Attacks: 2 claws +8 melee, bite +3 melee
Damage: Claw 1d6+5, bite 1d6+2
Face/Reach: 5 ft. by 5 ft./ 10 ft.
Special Attacks: Rend 2d6+7, psionics
Special Qualities: Regeneration 5, scent, darkvision 90 ft.
Saves: Fort +10, Ref +5, Will +4
Abilities: Str 21, Dex 16, Con 21, Int 8, Wis 10, Cha 14
Skills: Concentrate +8, Listen +5, Spot +5
Feats: Alertness, Iron Will
Climate/Terrain: Any land or underground
Organization: Solitary, gang (2-4), tribe (5-12)
Challenge Rating: 5   
Alignment: Always chaotic evil
Advancement: By character class

Trolls are amongst the most adaptable creatures in the universe.  Even on the astral plane they have carved out niche for themselves, feeding on travelers and natives.
     Roughly 8 feet long and pale grey in color, the astral troll is a somewhat atrophied version of the standard troll.  Its legs are useless and its physique less robust.  But the time spent on the astral plane has boosted its intelligence and gifted it psionic abilities.
     Astral trolls speak an odd dialect of Giant.

Combat
Despite their greater intelligence, astral trolls do not have much better strategy than their normal compatriots.  They prefer to swarm travelers. They use their psionics to close and add to their attack.
  
Psionics (Sp): At will-dimension door, magic missile.  These abilities are cast as an 8th level sorcerer.
    Rend (Ex): If an astral troll hits with both claw attacks, it latches onto the opponent�s body and tears the flesh.  This attack automatically deals an additional 2d6+7 points of damage.
    Regeneration (Ex): Fire and acid deal normal damage to an astral troll.  If an astral troll loses a limb or body part, the lost portion regrows in 3d6 minutes.  The creature can reattach the severed member instantly by holding it to the stump.  At certain times the severed limb itself will regenerate into a new astral troll.
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