Trollhound
Creature 3 — beast, troll, wood
FlankerCrasherLANDbeasttrollregeneration
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. Creat
Source: pathfinder-monster-core-2
Perception +6; darkvision, scent (imprecise) 30 feet
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
Ref +8
Will +6
HP 65 (regeneration 15 (deactivated by electricity or fire))
Weaknesses electricity 8, fire 8
Speed 35 feet
Offense
Melee Jaws (unarmed) +11, Damage 1d12+4 piercing plus Bloodfire Fever, Knockdown
Abilities
Regeneration 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 —
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)
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 Attack — The trollhound deals an extra 1d6 damage to any creature within reach of at least two of the trollhound's allies.
Knockdown —
WORKS WELL WITH
AnvilLANDA durable frontline blocker holds a target in place so multiple pack hunters can close in and trigger their bonus damage together.
SnareLANDA controller that clusters or restrains enemies creates the reach overlap this pack hunter needs to punish a single target.
SniperLANDA ranged attacker can pick off targets that flee the regenerating melee brawler instead of chasing them down.
PUNISHES
✖ clumping✖ isolated targets✖ lack of elemental damage
Avoid stacking multiple Flankers around one target; the party's ranged options go idle while everyone crowds the same square.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Trollhound in the encounter builder — free, no install.
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