Troglodyte

Medium Humanoid (good fort) (Reptilian) — CR 1

Monster Manual v.3.5 (MM), p. 246Updated 3.5

Troglodyte is a D&D 3.5 monster from MM, p. 246. CR 1, HD 2d8+4 (13 hp).

Hit Dice
2d8+4 (13 hp)
Initiative
-1
Speed
Land 30 ft
Armor Class
15, touch 9, flat-footed 15
Base Attack / Grapple
+1/+1
Attack
Club +1 melee (1d6) or claw +1 melee (1d4) or javelin +1 ranged (1d6)
Full Attack
Club +1 melee (1d6) and claw -1 melee (1d4) and bite -1 melee (1d4); or 2 claws +1 melee (1d4) and bite -1 melee (1d4); or javelin +1 ranged (1d6)
STR
10
DEX
9
CON
14
INT
8
WIS
10
CHA
10
Fort / Ref / Will
+5 / -1 / +0
Challenge Rating
1
Alignment
Usually Chaotic-Evil
Organization
Clutch (2–5), squad (6–11 plus 1–2 monitor lizards), or band (20–80 plus 20% noncombatants plus 3–13 monitor lizards)
Treasure
50% coins; 50% goods; 50% items
Environment
Undergrounds
Level Adjustment
+2

Special Abilities

Feats

This reptilian creature looks somewhat humanoid. It is a little shorter than a human. It has spindly but muscular arms and walks erect on its squat legs, trailing a long, slender tail. Its head is lizardlike and crowned with a frill that extends from the forehead to the base of the neck. Its eyes are black and beady.

Description

Troglodytes are revolting lizard creatures as evil as the foulest of demons. They are very warlike and savor the taste of their enemies—especially humanoids.

Troglodytes are not especially intelligent, but their ferocity and natural cunning more than compensate for this deficiency. They often launch bloody raids against humanoid settlements or ambush caravans in warm climates. They guard their lairs aggressively, lashing out at anyone who comes too near.

A troglodyte stands about 5 feet tall and weighs about 150 pounds.

Troglodytes speak Draconic.

Combat

Half of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins and clubs. They normally conceal themselves, launch a volley of javelins, then close to attack. If the battle goes against them, they retreat and attempt to hide.

Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.