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Trollhound, Rock

This bullish canine has a hard, pebbly skin that turns away weapons with ease. It tends to lurk near the caves that it calls home at all times.

Trollhound CR 3

XP 800
N Medium magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +8

 DEFENSE

AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 30 (4d10+8); fast healing 3 (must be underground and touching natural earth)
Fort +6, Ref +5, Will +1
Weaknesses sunlight vulnerability

 OFFENSE

Speed 40 ft.
Melee bite +8 (1d6+6 plus disease and trip)
Special Attacks disease

 STATISTICS

Str 18, Dex 13, Con 15, Int 2, Wis 11, Cha 6
Base Atk +4; CMB +8; CMD 19 (23 vs. trip)
Feats Improved Initiative, Skill Focus (Perception)
Skills Perception +8, Stealth +5, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

 SPECIAL ABILITIES

Disease (Ex)

A trollhound's saliva is an infectious brew of contagion. Creatures bitten by a trollhound are often afflicted with bloodfire fever, a disease characterized by deep internal pain, as if the victim's blood were on fire. Its symptoms include loss of muscular coordination and physical strength as well as lethargy and fatigue.

Bloodfire fever: Bite-injury; save Fort DC 14; onset 1 day; frequency 1/day; effect 1d3 Str damage, 1d3 Dex damage and target is fatigued; cure 2 consecutive saves. The save DC is Constitution-based.

Sunlight Vulnerability (Ex)

A rock trollhound exposed to sunlight (not merely a daylight spell) can only take a single move or attack action and is instantly turned to stone (as if by a flesh to stone spell) in the next round if its fails a DC 17 Fortitude save. A rock trollhound must make a new saving throw each round it remains in sunlight. This effect ends at night, once the rock trollhound is no longer exposed to sunlight.

Base Creature