Tren

Medium Humanoid (Aquatic, Reptilian) — CR 3

()Updated 3.5

Tren is a D&D 3.5 monster from —. CR 3, HD 4d8+8 (26 hp).

Hit Dice
4d8+8 (26 hp)
Initiative
+5
Speed
land 30 ft, 30 ft., swim 40 ft.
Base Attack / Grapple
+3/+5
Attack
Greatsword +5 melee or claw +5 melee or longbow +4 ranged
Full Attack
Greatsword +5 melee and bite +3 melee or 2 claws +5 melee and bite +3 melee or longbow +4 ranged
STR
15
DEX
13
CON
14
INT
7
WIS
10
CHA
10
Fort / Ref / Will
+6 / +2 / +1
Challenge Rating
3
Alignment
Usually chaotic evil
Organization
Solitary, pair, gang (3-5), band (6-10 plus 50% noncombatants and 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)
Treasure
50% coins, standard goods, 50% items
Level Adjustment
+3

Special Abilities

Stench

Feats

Trens prefer to wear light armor and use steel weapons. Their melee weapon of choice is the greatsword, though most also carry longbows for striking from a distance. Though they prefer melee combat to ranged, they typically attack in organized formations, adjusting their tactics to suit their environment. Because they almost never possess magic, one or two archers normally stay behind the fighters to distract spellcasters. Aquatic Subtype Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality. Reptilian Subtype These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.

Description

Trens prefer to wear light armor and use steel weapons. Their melee weapon of choice is the greatsword, though most also carry longbows for striking from a distance. Though they prefer melee combat to ranged, they typically attack in organized formations, adjusting their tactics to suit their environment. Because they almost never possess magic, one or two archers normally stay behind the fighters to distract spellcasters. Aquatic Subtype Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality. Reptilian Subtype These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.