When a troglodyte is angry or frightened, it secretes an oily, musklike chemical that most animal
life finds offensive. All living creatures
(except troglodytes) within 30 feet of the troglodyte must succeed on a Fortitude save (DC 13) or take a -2 morale penalty on attack rolls
, weapon damage
rolls, ability checks
, skill checks
, and saving throws
for 10 rounds. Characters subjected to stench
from multiple troglodytes make only one saving throw
. Characters affected by a troglodyte's stench
cannot be affected again by any troglodyte's stench
until the current effect expires.
A troglodyte's skin changes color somewhat, allowing it to blend in with its surroundings like a chameleon. A troglodyte gains a +4 species bonus
on Hide checks (+8 in a rocky or subterranean setting).
Troglodytes read, write, and speak Draconic.
Troglodyte: CR 1; Medium-size humanoid
; HD 2d8+4; hp 13; Mas 14; Init -1; Spd 30 ft.; Defense
15, touch 9, flat-footed 15 (-1 Dex, +6 natural); BAB +1; Grap +1; Atk +1 melee (1d4, claw); Full Atk +1 melee (1d4, 2 claws), -1 melee (1d4, bite), or +1 melee (1d6 nonlethal, sap), -4 melee (1d4, bite), or +0 ranged (1d6, javelin); FS 5 ft. by 5 ft.; Reach
5 ft.; SQ stench
, darkvision 90 ft.; AL chaos, evil; SV Fort +5, Ref -1, Will +0; AP 0; Rep +0; Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10.
Hide +6, Listen +3.
Sap, 1d4 javelins, backpack containing food and assorted items.
By character class.
Troglodyte Dedicated Hero 3/Field Medic 1:
CR 5; Medium-size humanoid
; HD 2d8+4 plus 3d6+6 plus 1d8+2; hp 35; Mas 14; Init +0; Spd 30 ft.; Defense
19, touch 13, flat-footed 19 (+3 class, +6 natural); BAB +3; Grap +3; Atk +3 melee (1d4, claw); Full Atk +3 melee (1d4, 2 claws), +1 melee (1d4, bite), or +3 melee (1d6 nonlethal, sap), -2 melee (1d4, bite), or +4 ranged (1d4 electricity
plus paralysis, taser); FS 5 ft. by 5 ft.; Reach
5 ft.; SQ stench
, darkvision 90 ft.; AL chaos, evil; SV Fort +9, Ref +2, Will +3; AP 2; Rep +2; Str 10, Dex 10, Con 14, Int 8, Wis 10, Cha 10.
Craft (pharmaceutical) +1, Hide +7, Listen +3, Spot +3, Treat Injury +10.
Talents (Field Medic):
Medical specialist +1.
Sap, taser, medical kit, first aid kit, backpack containing food and assorted items.
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