TrollhoundCreature 3
Source Pathfinder Monster Core 2
Perception +6 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +6, Athletics +9, Stealth +8, Survival +6
Str +4, Dex +1, Con +5, Int -3, Wis +1, Cha -2
AC 17; Fort +14; Reflex +8; Will +6;
HP 65 (regeneration 15 (deactivated by electricity or fire)
Speed 35 feet
Weaknesses Electricity 8, Fire 8
Jaws
+11 (+6, +1) to hit (unarmed) 1d12+4 PiercingRegeneration 15 (Deactivated by Electricity 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.
Flailing Bite
Trigger The trollhound takes electricity or fire damage
Effect The trollhound makes a jaws Strike against a random creature within reach. If the trollhound has persistent fire damage, they attempt a DC 15 flat to remove it.
Bloodfire Fever (disease)Trollhounds and trolls are immune to bloodfire fever
Saving Throw DC 18 fortitude
Stage 1 carrier with no ill effect (1 day)
Stage 2 Enfeebled 1 (1 day)
Stage 3 enfeebled 1 and Clumsy 1 (1 day)
Stage 4 Enfeebled 2 and Clumsy 2 (1 day)
Stage 5 enfeebled 2, clumsy 2, and Fatigued (1 day)
Pack AttackThe trollhound deals an extra 1d6 damage to any creature within reach of at least two of the trollhound's allies.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Trollhounds are squat, slavering beasts akin to trolls in canine form. With a similar nigh-insatiable hunger stoked by their regenerative metabolisms, packs of wild trollhounds prowl the foothills of regions where trolls dwell to hunt for vast quantities of meat. In some regions, trolls breed trollhounds as pets, utilizing the trollhounds' keen sense of smell to aid in the hunt.
Covered in fetid, weeping sores, trollhounds are carriers of a debilitating contagion known as bloodfire fever. Creatures that contract the disease through the bite of a trollhound experience deep internal pain, as if their blood were on fire. Additional symptoms include loss of muscle coordination, pus-filled blisters, and overall lethargy and fatigue. Other than living with the pain from skin irritation, both trolls and trollhounds are immune to the major effects of the disease.
Trollhounds are fearless on the hunt and in combat, relying on their ability to regenerate to carry them through. Not even the threat of fire is enough to repel them, as the beasts don't recognize the danger it represents. Nevertheless, fire is one of the most effective tools in combating trollhounds; canny hunters know to burn every last remnant of a supposedly slain trollhound, for their regenerative powers are potent indeed.
While trolls have had great success in domesticating, training, and even befriending trollhounds, the same can't be said for other would-be masters. Whether impeded by constant exposure to trollhounds' diseased slobber, their ravenous hunger that never seems to be fully sated, or simply their foul personality and quick-to-bite temperament, most attempts to use trollhounds in place of more reliable guardians end in pain, misery, and a pack of feral trollhounds escaping into the hinterlands.
Left to their own devices, trollhounds will breed relatively quickly. It can take less than a year for a small pack to multiply into such a size that they pose a significant threat to the countryside. Best to leave the trollhounds to the trolls, as they say!
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
TrollTrolls are giant, brutish creatures and are well known for transforming into inanimate materials.
WoodEffects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.