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|Size/Type:||Medium Humanoid (Reptilian)|
|Hit Dice:||2d8+4 (13 hp)|
|AC:||15 (-1 Dex, +6 natural)|
|Attacks:||Longspear +1 melee (or 2 claws +1 melee), bite -1 melee; or javelin +1 ranged|
|Damage:||Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6|
|Face/Reach:||5 ft. by 5 ft./5 ft. (10 ft. with longspear)|
|Special Attacks:||Stench, darkvision 90 ft.|
|Saves:||Fort +5, Ref -1, Will +0|
|Abilities:||Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10|
|Skills:||Hide +6*, Listen +3|
|Feats:||Multiattack, Weapon Focus (javelin)|
|Climate/Terrain:||Any mountains and underground|
|Organization:||Clutch (2-5), squad (6-11 plus 1-2 giant lizards), or band (20-80 plus 20% noncombatants plus 3-13 giant lizards)|
|Treasure:||50% coins; 50% goods; 50% items|
|Alignment:||Always chaotic evil|
|Advancement:||By character class|
Troglodytes speak Draconic.
Half of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins and longspears. 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, musklike chemical that nearly every form of animal life finds offensive. All creatures (except troglodytes) within 30 feet of the troglodyte must succeed at a Fortitude save (DC 13) or suffer a 2 morale penalty on attack rolls, weapon damage rolls, checks, and saving throws. The affect lasts 10 rounds. Once a character has succumbed to a particular troglodyte's stench ability, or made a successful saving throw against it, the character cannot be affected by the same troglodytes stench ability for 24 hours.
Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with surroundings like a chameleon and conferring a +4 racial bonus to Hide checks. In rocky or subterranean settings, this bonus improves to +8.
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