Medium humanoid (troglodyte), chaotic evil
Armor Class 11 (natural armor)
Hit Points 30 (4d8 + 12)
Speed 30 ft.
Skills Stealth +2
Damage Resistances necrotic
Condition Immunities poisoned
Senses , darkvision 60 ft.,passive Perception 10
Challenge 1 (200 XP)
Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide.
Putrid Stench. Any creature other than a troglodyte that starts its turn within 15 feet of the troglodyte must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature’s next turn. A creature that fails the saving throw on two subsequent rounds is incapacitated until the start of the creature’s next turn.
Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) check that rely on sight.
Multiattack. The troglodyte makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and the target must succeed on a DC 13 Constitution saving throw or contract lizard bloat.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage and the target must succeed on a DC 13 Constitution saving throw or contract lizard bloat.
Troglodyte wallowers are the laziest, filthiest individuals in a troglodyte tribe. Unless roused by an ambitious leader, these creatures prefer to hide in place for days to ambush their prey. If given the opportunity, a troglodyte wallower will wait for a victim to begin retching, bite or scratch the creature, then slink away and wait for the lizard bloat to incapacitate its meal.