Troglodyte Cave-Dweller
Troglodyte Cave-Dweller (CR 1)
Chaotic Evil - Medium - Humanoid |
---|
Lore: | Know (Local) | ||
2 | 17 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
13 | +3 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
- Blind to Vision
- Standard Hearing
- Standard Smell
- Perfect Scent 50 ft.
Movement Types:
- Walk 30 ft.
- Lesser Climb 20 ft.
- Lesser Swim 20 ft.
Defense
AC |
Man Def |
Monster Health | ||
31 | 15 | 2 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +5 |
Refl: | +0 |
Will: | +0 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Trog Spear +3 (1d4/19-20 x2)
as piercing (physical, common)
Full Attack (Melee):
- 3x Trog Spear +3 (1d4/19-20 x2)
as piercing (physical, common)
Standard Attack (Ranged):
- 1x Trog Spear +3 (1d4/19-20 x2)
as piercing (physical, common)
(Increment: 50 ft.; Max Range: 50 ft.)
cannot attack past 50 feet
Full Attack (Ranged):
- 3x Trog Spear +3 (1d4/19-20 x2)
as piercing (physical, common)
(Increment: 50 ft.; Max Range: 50 ft.)
cannot attack past 50 feet
Siege Damage: Not siege capable
Statistics
12 |
STR |
16 |
DEX |
16 |
CON |
8 |
INT |
16 |
WIS |
6 |
CHA |
Skills:
- Perception: 3
- Stealth: 3
- Survival: 3
- All other skills: 0 (no ranks)
Languages: Common, Undercommon, Aklo
Special Abilities
Stench (Ex) Automatic |
Up to once per round, when a Troglodyte makes a melee or ranged attack, some of their horrific personal musk wafts up the nose of their intended target, hit or miss. Targets affected by Stench must make a Fortitude save against a DC of 14. If they fail this save, they suffer 1d4 points of winded (physical, uncommon) damage, as the horrible smell steals the very air from their lungs, leaving them gasping. If they make the save, this damage is reduced by half. |
Troglodyte Cave-Dweller
Troglodytes smell bad. Really, REALLY, bad. Skunks wish they could smell as bad as troglodytes.
Now, yes, Troglodytes are a race of hunched, eyeless, greenish-grey-brown, primitive humanoids, that live in caves, burrows, dungeons, and ruins the world over. Yes, troglodytes seem to form tribes to live in, and are weirdly consumed by some primitive cultish religion of truly astonishing horror. They use crude clubs and spears of stone and bone and wood to fight, they are weirdly fearless and will defend what they consider theirs with almost admirable tenacity. Yes, they seem able to live and thrive just using smell, an amazing ability.
But they also smell so bad....
Combat Tactics
Troglodytes, despite their awful odor, are quite good at stealth, and their own sense of smell is supernaturally keen, bad smells or not. If you are within fifty feet of a troglodyte, it probably knows exactly where you are, and will eagerly throw a spear at you, which is almost certainly slathered with their truly awful musk.
Troglodytes can only smell you or attack if you are within 50 feet, and they will often wait until enemies (which is...everybody) get within 30 feet, to stop them from darting away beyond the range of their senses. Troglodytes are perfectly happy to throw spears, and if heavily pressed, will attempt to break away and flee from ranged combat.
If they are closed against and they enter melee combat, Troglodytes display plenty of courage and will fight to the death without hesitation. They will rarely, if ever, retreat from melee, but if some are still at range, they will likely break and flee once one or two melee fighters are downed. Those who flee will reward xp and loot as normal.
Out of Combat
Troglodytes live in small tribes, with an elaborate and truly horrible religion dominating their time. They live quietly, getting along with most other monsters...until they don't. Troglodytes are often found near other monsters, but very rarely will they be allies. Instead, the troglodytes seem to hunt other monsters for usage in their religious rites, which...bear no mentioning in polite company.
Rewards
XP: 400
Treasure: Sellable Goods worth 219 gp.
- Weight: 10 lbs. Volume: 0.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
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1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |