This humanoid creature stands nearly twice as tall as a human. Its arms are long and gangly and end in sharpened talons. Filthy black, matted hair streams down from its head.
AC 11, touch 11, flat-footed 10 (+1 deflection, +1 Dex, –1 size)
Str —, Dex 12, Con —, Int 6, Wis 9, Cha 12
Spectral trolls gain an incorporeal touch attack. As a standard action a troll inflicts a number of d6s equal to its CR in damage. The damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save (DC = 10 + 1/2 the spectral troll’s Hit Dice + spectral troll’s Charisma modifier) halves the damage inflicted.
In most cases, it’s difficult to destroy a spectral troll through simple combat: The “destroyed” spirit often restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to get rid of a spectral troll for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Spectral trolls vanish
in direct sunlight. They are not harmed by it, nor does it cause them
any discomfort: they simply do not appear in sunlight. Spectral trolls
that are held, restrained, confined, or imprisoned (including magical
means such as temporal stasis)
vanish in direct sunlight. Once night has fallen, a spectral troll
reappears. (If the spectral troll was magically held or restrained, the
magic does not resume when it reappears.)