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Frostbitten TrollhoundCreature 2

Source Pathfinder Society Scenario #2-04: Path of Kings
Perception +4 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +4, Athletics +9, Stealth +6, Survival +4
Str +4, Dex +1, Con +5, Int -4, Wis +1, Cha -2

AC 15; Fort +12; Reflex +6; Will +4;
HP 50 (regeneration 10 (deactivated by acid or fire)
Speed 35 feet
Weaknesses Fire 10

Jaws One Action +9 (+4, -1) to hit 1d12+2 Piercing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Regeneration 10 (deactivated by acid 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.

Bloodfire Fever (disease)

Saving Throw DC 16 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 frostbitten trollhound deals an extra 1d4 extra damage to creatures within reach of at least two of it's allies.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.

Effect The monster knocks the target Prone.



Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.