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Troff Frostknuckles

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Recall Knowledge - Humanoid (Society): DC 42

Elite | Normal | Weak

Troff FrostknucklesCreature 14

UniqueNSmallGoblinHumanoid
Source Pathfinder #167: Ready? Fight! pg. 43
Male hobgoblin brawler
Perception +23; darkvision
Languages Common, Goblin, Skald
Skills Acrobatics +27, Athletics +27, Stealth +27
Str +5, Dex +5, Con +4, Int +1, Wis +3, Cha +0
Items +2 striking frost handwraps of mighty blows, bracers of armor II
AC 36; Fort +26, Ref +27, Will +25
HP 250; Resistances cold 10
Icicle Stance ReactionReaction (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.
Speed 30 feet, climb 20 feet
Melee Single ActionSingle Action fist +28 [+24/+20] (agile, finesse, unarmed), Damage 2d6+13 bludgeoning plus 1d6 coldMelee Single ActionSingle Action icicle gouge +28 [+24/+20] (agile, backstabber, finesse, unarmed), Damage 2d8+13 piercing plus 1d6 cold and TripAvalanche Pummel Single ActionSingle 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 Single ActionSingle 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 and the penalty is –15-foot. Critical Failure As success, but the damage is 6d4 and the creature is immobilized instead of taking a Speed penalty.Flurry of Blows Single ActionSingle Action (flourish) Troff makes two Strikes with his fist. If both hit the same creature, combine their damage to overcome resistances and weaknesses.