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Troblin (3pp)


Troblin CR 2

XP 600
CE Medium humanoid (goblinoid)
Init +1; Senses darkvision 60 ft.; Perception +2

DEFENSE

AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 22 (3d8+6 plus 3); regeneration 2 (acid or fire)
Fort +5, Ref +4, Will +1

OFFENSE

Speed 30 ft.
Melee greatclub +5 (1d10+4), bite +0 (1d6+1) or 2 claws +5 (1d4+3), bite +5 (1d6+3)

TACTICS

Troblins are a disorganized lot, and rarely engage in any sort of formal tactics or strategy. When a troblin war band encounters opponents, they simply attack with as much strength and ferocity as they can muster. Troblins are even more craven and cowardly than goblins, and a lone troblin usually runs from any combat in which it is outnumbered.

STATISTICS

Str 16, Dex 12, Con 15, Int 8, Wis 11, Cha 7
Base Atk +2; CMB +5; CMD 16
Feats Great Fortitude, Toughness
Skills Perception +2, Stealth +2
Languages Giant
SQ mutation
Gear greatclub

SPECIAL ABILITIES

Mutation (Ex)

The regenerative ability of a troblin does not function as well as those of its trollish parent. Sometimes when an injured troblin regenerates, its body warps in an inexplicable fashion. A severed arm may regrow as two arms, or a scar may grow to cover the troblin's entire body in thick skin. Further, if a troblin suffers a critical hit in melee, it has a 25% chance of gaining a mutation once it is fully healed.

Source
Tome of Horrors Complete
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Troblin Characters

Troblin clerics have access to the Chaos and Evil domains, but clerics are rare in this outcast and wretched race. Most troblin spellcasters are adepts or sorcerers. Troblin characters possess the following racial traits.

  • Strength +6, Dexterity +2, Constitution +4, Intelligence -2, Charisma -4.
  • Darkvision: Troblins can see in the dark out to 60 feet.
  • Racial Hit Dice: A troblin begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
  • Racial Skills: A troblin's humanoid levels give it skill points equal to 3 x (2 + Int modifier, minimum 1).
  • Racial Feats: A troblin's humanoid levels give it two feats. AC: +2 natural armor bonus.
  • Natural Weapons: Troblins fight with 2 claws (1d4) and a bite (1d6).
  • Special Qualities: regeneration 2 (acid or fire), mutation (see left).
  • Languages: Troblins begin play speaking Giant or Goblin. Troblins with high Intelligence scores can choose from the following languages: Common, Gnoll, Orc.