Tren
Medium Humanoid (Aquatic, Reptilian) — CR 3
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
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.