Medium Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 Natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+7 (+11 Attached)
Attack: Bite +7 melee (1d6+6 plus disease)
Full Attack: Bite +7 melee (1d6+6 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Locking Jaws, Disease
Special Qualities: Darkvision 60, Regeneration 3, Scent
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 18, Dex 15, Con 15, Int 3, Wis 14, Cha 10
Skills: Hide +6, Listen +6, Move Silently +4, Spot +6, Survival +3 (+7 Track by Scent)
Feats: Alertness, Track
Environment: Any Temperate Land
Organization: Solitary or Pack (6-11)
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually Chaotic Neutral
Advancement: 4-6 HD (Medium), 7-12 HD (Large)
Level Adjustment: ---

Trollhounds look like large wolves with black pits for eyes and mangy black fur growing in patches. Their skin is a gangrenous mix of green and purple with black lips, and they smell like a rotting corpse. Despite their name they are no relation to Trolls, but they do have an affinity for them and are often found in Troll communities. They also have regenerative abilities similar to Trolls. Trollhound packs are matriarchal, and the average member lives for about 30 years. At that time their regenerative powers begin to fail and the pack devours them.

Attach (Ex): If the Trollhound rolls a natural 20 with it's Bite Attack, it's jaws lock onto an opponents limb. Roll any die, if it comes up even the Trollhound has bitten an arm, if odds a leg. Effectively it is Grappling it's opponent, and gets a +4 Bonus to maintain the Grapple when it's jaws lock. It does it's Bite damage (plus disease) each round it maintains the hold, plus an additional effect depending on what limb it has bitten. The Trollhound loses it's Dexterity Bonus to AC while Attached, and it may be removed by Pinning it successfully in a Grapple, and it may be attacked by a weapon. If the Trollhound does damage with the Attach on an arm, that arm cannot be used until the damage has been healed. If a leg is damaged any Movement rates the victim has that require limbs are halved until the damage is healed.
Disease (Ex): Opponents who are bitten by the Trollhound must make a DC 13 Fortitude Save (Save DC is Constitution based) or contract any disease transmittable by Injury listed in the DMG. If they successfully Attach themselves the Save DC increases by +1 each round.

Regeneration (Ex): Fire and acid deal normal damage to a Trollhound. If a Trollhound loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Light Sensitivity (Ex): Trolhounds are dazzled in bright sunlight or within the radius of a Daylight spell.

Skills: A Trollhound has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A Trollhound has a +4 racial bonus on Survival checks when tracking by scent.

Combat: Trollhounds are fairly similar in tactics to wolves or Worgs.


Occasionally a Trollhound pack has quite the exceptional leader.

Being a larger and smarter than usual Trollhound.

Race: Trollhound

Class Skills
The Pack Leader's class skills (and the key ability for each skill) are Bluff (Cha), Hide (Dex), Jump (Str), Knowledge (Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis) and Swim (Str).
Skills Points at Each Level : 2 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +2     +0    +4 Int
2. +2    +3     +3     +0    +4 Str
3. +3    +3     +3     +1    Tracking
Weapon Proficiencies: A Pack Leader gains no new weapon or armor proficiencies.

Tracking (Ex): You may re-roll Survival Checks made to track opponents a number of times per day equal to your Wisdom Modifier as a Free Action (you may do this once per round).