Frostbitten Trollhound
CREATURE 2 +4; darkvision, scent (imprecise) 30 feet
Acrobatics +4, Athletics +9, Stealth +6, Survival +4
Str +4, Dex +1, Con +5, Int -4, Wis +1, Cha -2
AC 15; Fort +12, Ref +6, Will +4
HP 50, regeneration 10 (deactivated by acid or fire); Weaknesses fire 10
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.
35 feet
Melee Jaws +9 (unarmed), Damage 1d12+2 piercing plus Bloodfire Fever plus Knockdown
Bloodfire Fever (disease)
DC 16 Fortitude
carrier with no ill effect (1 day)
Enfeebled 1 (1 day)
Enfeebled 1 and Clumsy 1 (1 day)
Enfeebled 2 and Clumsy 2 (1 day)
Enfeebled 2, Clumsy 2, and Fatigued (1 day)
Pack Attack
The frostbitten trollhound deals an extra 1d4 damage to creatures within reach of at least two of its allies.
Knockdown
Pathfinder Society Scenario #2-04: Path of KingsOGL