Troglodyte

Medium Humanoid (Reptilian)
Hit Dice: 2d8+4 (13 hp)
Initiative: –⁠1
Speed: 30 ft. (6 squares)
Armor Class: 15 (–⁠1 Dex, +6 natural), 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)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stench
Special Qualities: 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 +5, Listen +3; racial bonuses
Feats: Multiattack [bonus], Weapon Focus (javelin)
Environment: Underground
Organization: Clutch (2–5), squad (6–11 plus 1–2 monitor lizards), or band (20–80 plus 20% noncombatants plus 3–13 monitor lizards)
Challenge Rating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

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.

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, musklike 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.

Troglodyte Society

Troglodyte tribes are ruled by the largest and fiercest among them, with subchieftains who have distinguished themselves in battle. Trogs like to lair near humanoid settlements to prey on inhabitants and their livestock. They raid on moonless nights when their darkvision and coloration are most effective.

Troglodytes prize steel above all else. Though individuals usually have no wealth, a lair may contain valuable items casually discarded, pushed into corners, or mixed in with refuse. The lair is usually a large cave with smaller caves for the hatchlings and eggs. A lair has hatchlings equal to one-fifth the number of adults and eggs equal to one-tenth.

Troglodytes revere Laogzed, a vile deity who resembles a cross between a toad and a lizard.

Troglodyte Characters

Troglodyte characters possess the following racial traits.

Source: Monster Manual (version 3.5), page 246.