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Troff FrostknucklesCreature 14


UniqueNMediumGoblinHumanoid
Source Pathfinder #167: Ready? Fight!
Perception +23 (darkvision)
Languages Goblin, Skald, Taldane
Skills Acrobatics +27, Athletics +27, Stealth +27
Str +5, Dex +5, Con +4, Int +1, Wis +3, Cha +0

AC 36; Fort +26; Reflex +27; Will +25;
HP 250
Speed 30 feet (climb 20 feet)
Resistances Cold 10

Fist One Action +28 (+24, +20) to hit (agile, finesse, unarmed) 2d6+13 Bludgeoning + 1d6 Cold
Icicle Gouge One Action +28 (+24, +20) to hit (agile, backstabber, finesse, unarmed) 1d6 Cold + 2d8+13 Piercing

Darkvision

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.

Avalanche Pummel One Action

Troff makes an icicle gouge Strike against a Flat-Footed creature. On a hit, the creature is Dazzled. On a critical hit, the creature is Blinded. Either way, the effect lasts until the start of Troff's next turn. If his Strike fails (but isn't a critical failure), Troff still deals 13 piercing damage to the creature.

Chattering Blow One Action (cold, press)

Requirements Troff is within reach of a creature that has taken cold damage since the end of Troff's last turn


Effect Troff jabs a pressure point on the creature made vulnerable by cold. The creature must attempt a DC 31 fortitude save as its skin freezes and its limbs turn sluggish and clammy.


Critical Success The creature is unaffected.

Success The creature takes 2d4 Persistent Cold Damage and a -5-foot status penalty to its Speeds until the persistent cold damage ends. Dealing fire damage to the creature is an especially effective way to help end the persistent cold damage (allowing a new flat check to end it at DC 10).

Failure As success, but the damage is 4d4 Persistent Cold Damage and the penalty is -15-foot.

Critical Failure As success, but the damage is 6d4 Persistent Cold Damage and the creature is Immobilized instead of taking a Speed penalty.

Flurry of Blows One Action (flourish)

Troff makes two Strikes with his fist or with a monk weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.

Icicle Stance Reaction (stance)

Trigger Troff rolls initiative or his turn starts


Effect Troff readies himself to strike suddenly, like a falling icicle. While in this stance, Troff can make icicle gouge Strikes. While Troff is above a creature and in icicle stance, that creature is Flat-Footed to him.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Goblin

A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.