Troglizard
Medium Monstrous Humanoid (Reptilian) — CR 2
Troglizard is a D&D 3.5 monster from —. CR 2, HD 3d8+12 (25 hp).
- Hit Dice
- 3d8+12 (25 hp)
- Initiative
- +1
- Speed
- land 30 ft, 30 ft.
- Base Attack / Grapple
- +3/+5
- Attack
- Claw +5 melee or club +5 melee or javelin +4 ranged
- Full Attack
- 2 claws +5 melee and bite +3 melee or club +5 melee and bite +3 melee, or javelin +4 ranged
- STR
- 14
- DEX
- 12
- CON
- 18
- INT
- 10
- WIS
- 10
- CHA
- 10
- Fort / Ref / Will
- +5 / +4 / +3
- Challenge Rating
- 2
- Alignment
- Usually chaotic evil
- Organization
- Pair, gang (3-4), Band (6-10 plus 50% noncombatants) or tribe (20-80 plus 50% noncombatants)
- Treasure
- 50% coins, 50% goods, 50% items
- Level Adjustment
- +2
Feats
Description
While troglizards are not the brightest opponents adventurers are likely to face, they do combine the most useful assets of their parent races, plus a sound grasp of tactics and military planning. Their lairs are commonly surrounded by pit and water traps, and camouflaged lookouts monitor all approaches.
When entering a new region, troglizards often raid the settlements of other sentient races in the area. They do so for two reasons: (1) to drive the others off and thus have the area's resource to themselves, and (2) to gain a new slave-labor force, since transporting slaves from one locale to another, possibly distant one is viewed as not worth the effort by the reptiles. Troglizards usually launch raids at night, using their darkvision and ability to alter their coloration to their advantage.
Troglizards are also happy to work as mercenaries for any suitably impressive (and too powerful to easily kill or enslave) evil force or individual.
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.