“Troglodyte: The Stench-Born Savage of Subterranean Darkness”
“Stinking, scaly, and savage, troglodytes lurk in dark caves, striking with razor teeth and clawed hands to ambush intruders in their fetid, shadowed lairs.”
Reptilian scavengers of the deep, troglodytes are savage subterranean humanoids whose stench and cruelty mark them as true predators of the underworld.
Appearance
Troglodytes are squat, muscular reptilian humanoids standing just under six feet tall, their scaly hides mottled in earthen hues that blend seamlessly with cave stone. Their long, sinewy tails and clawed hands aid in climbing and combat alike. Most disturbing is their odor—a thick, glandular stench that clings to them like a visible aura. Their wide, lidless eyes gleam with feral intelligence, and their fanged maws constantly drip with saliva from a diet of raw flesh.
Behaviour
Violent, territorial, and cruel, troglodytes live in rigid tribal hierarchies ruled by the strongest and most brutal. They revel in ambush and slaughter, often painting cave walls with crude symbols or the blood of prey. Despite their savagery, they display cunning pack tactics and grim discipline in battle. When not hunting, they squabble, worship dark reptilian gods, or wallow in their own filth, finding comfort in decay and dominance.
Habitat
Troglodytes dwell in the endless caverns and fetid grottoes of the Underdark and other subterranean realms. They favor regions rich in fungi, dripping water, and stone labyrinths that allow them to stalk prey unseen. Tribes rarely venture to the surface except to raid settlements or drag captives back to their lairs.
Modus Operandi
Masters of ambush, troglodytes rely on stealth, darkness, and overwhelming numbers. They strike from shadows or ledges, using crude clubs, claws, and teeth to tear foes apart while their stench weakens resistance. When outmatched, they retreat into narrow tunnels or collapse passageways, luring enemies into traps or natural hazards.
Motivation
Driven by primal hunger, territorial instinct, and hatred for surface dwellers, troglodytes crave dominance over all who trespass into their domain. They fight not for wealth or power, but for the sheer satisfaction of asserting their supremacy in the darkness below. Many serve ancient reptilian deities or demon lords, seeking only to spread the corruption of the deep.
5e 2024 Statblocks
Troglodyte Hunter
Chieftain Tyrant
Stench-Priest
Deep-Scale Oracle
Prophet of Laogzed
Champion
Warren Guard
Outcast
Troglodyte Tyrant
Medium humanoid (troglodyte), chaotic evil
Lore & Role
Troglodyte Tyrant
Role: Warlord and supreme military commander of a troglodyte tribe; master of mounted warfare and brutal melee assaults.
Power Source: Primal strength, battlefield dominance, and the fear of the Deep Below.
Alignment: Chaotic Evil
Flavor: Riding a giant monitor lizard, the tyrant wields a wicked lance, armored in scavenged metal, and roars commands that terrify both enemies and allies.
Armor Class 20 (natural armor + studded hide)
Hit Points 190 (20d8 + 100)
Speed 40 ft., climb 20 ft., ride 40 ft. (mount)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 14 (+2) | 20 (+5) | 12 (+1) | 16 (+3) | 14 (+2) |
Saving Throws Str +11, Con +10, Wis +8
Skills Athletics +11, Intimidation +7, Perception +8, Stealth +6 (+10 in rocky terrain), Survival +8, Ride +11
Damage Resistances acid, necrotic
Condition Immunities frightened
Senses darkvision 90 ft., passive Perception 18
Languages Abyssal, Draconic, Undercommon
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits
Mounted Combatant. Gains advantage on saving throws to avoid being dismounted. Allies within 10 ft. gain +1 AC while the tyrant is mounted.
Aura of Terror. All enemies within 10 ft. must succeed on a DC 18 Wisdom saving throw or be frightened until the end of their next turn.
Brutal Charge. If the tyrant moves at least 20 ft. straight toward a target and hits with a lance, the target takes an extra 14 (4d6) piercing damage.
Legendary Commander. Once per turn, when a friendly troglodyte can see the tyrant, it may add +2 to attack rolls or saving throws.
Mounted Weapons & Actions
Multiattack. The tyrant makes two attacks: one with its lance and one with bite or claws.
+1 Lance. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., two targets. Hit: 12 (2d6 + 6) slashing damage.
Javelin (Ranged). Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 10 (1d6 + 6) piercing damage.
Special Abilities
Rally Troglodytes (Recharge 5–6). The tyrant shouts a war-cry; up to 3 allied troglodytes within 60 ft. can immediately use their reaction to make one attack or move up to their speed.
Fearsome Presence (Recharge 5–6). All enemies within 30 ft. must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. Creatures may repeat the save at the end of their turns.
Legendary Actions (3 per round)
- Command Ally. Grants a troglodyte ally an immediate attack or move.
- Trample (Costs 2 Actions). Mounted attack with the lizard; all creatures in a 10-ft path must make a DC 18 Strength saving throw or take 18 (4d8) bludgeoning damage and fall prone.
- Intimidating Roar. Forces a creature within 30 ft. to make a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
Tactics
The Troglodyte Chieftain Tyrant dominates the battlefield from its mount, charging with lance attacks and using fear effects to disrupt enemy lines. It uses Rally Troglodytes to coordinate ambushes and Fearsome Presence to control crowd-heavy skirmishes. In melee, it exploits its multiattack and Brutal Charge to target spellcasters and fragile foes first.
When mounted allies are at risk, the tyrant can use Legendary Actions to reposition troops or trample priority targets. It prioritizes flanking, ambushing from above or behind ledges, and staying within 30 ft. of the Troglodyte Prophet if present to maximize synergy of poison, necrotic effects, and battlefield control.
Flavor/Roleplay Hooks
- Rides into combat atop a giant monitor lizard, screaming commands while drenching the battlefield in a cloud of toxic stench.
- Often carries relics of defeated enemies as trophies, swinging them to inspire fear.
- Works in tandem with Stench-Priests and Deep-Scale Oracles to conduct rituals mid-battle, combining clerical blight and natural ambush tactics.
Stench-Priest (The Foul Cleric)
Medium humanoid (troglodyte), chaotic evil
Role & Lore
Stench-Priest (The Foul Cleric)
Role: Spiritual leader of most troglodyte tribes; a conduit of rot, stench, and subterranean divinity.
Power Source: Abyssal corruption, toxic decay, and the spirits of the Deep Below.
Alignment: Chaotic Evil or Neutral Evil.
Magic Type: Clerical, blasphemous, and disease-oriented (necrotic, poison, acid).
Flavor: Chanting cultist surrounded by poisonous vapors, dripping idols, and bones carved with demonic sigils.
Patrons: Demon lords of rot and filth (e.g., Zuggtmoy, Juiblex, Laogzed).
Example Stat Block: The Troglodyte Shaman (Stench-Priest).
Armor Class 15 (natural armor, ritual warding)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 16 (+3) | 10 (+0) | 16 (+3) | 11 (+0) |
Saving Throws Wis +6, Con +6
Skills Religion +4, Arcana +3, Perception +6
Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses darkvision 90 ft., passive Perception 16
Languages Draconic, Abyssal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits
Fetid Aura. The stench-priest exudes a revolting musk in a 30-foot radius. Each creature that starts its turn within the aura must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a success, the creature is immune to this aura for 24 hours.
Abyssal Corruption. The stench-priest’s magic is tainted by demonic filth. Whenever it deals poison or necrotic damage, the target takes an extra 4 (1d8) acid damage.
Spellcasting. The stench-priest is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It requires no material components to cast its spells.
It has the following cleric spells prepared:
Cantrips (at will): thaumaturgy, spare the dying, toll the dead, infestation
1st level (4 slots): bane, command, inflict wounds, protection from good and evil
2nd level (3 slots): blindness/deafness, hold person, spiritual weapon
3rd level (3 slots): bestow curse, animate dead, stinking cloud
4th level (1 slot): blight, summon demon (lesser)
Actions
Multiattack. The stench-priest makes two attacks: one with its bone staff and one with its fetid bite.
Bone Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) necrotic damage.
Fetid Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute.
Channel Rot (Recharge 5–6). The stench-priest channels demonic filth through its holy symbol, releasing a pulse of necrotic vapor. Each creature of the priest’s choice within 20 feet must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a success.
Reactions
Abyssal Rebuke. When a creature within 30 feet hits the priest with an attack, the priest may use its reaction to exude a wave of corrosive bile. The attacker must succeed on a DC 14 Dexterity saving throw or take 9 (2d8) acid damage.
Tactics
In battle, a Troglodyte Stench-Priest stands at the heart of its tribe, summoning foul vapors and commanding lesser troglodytes like extensions of its will. It begins combat by casting stinking cloud and spiritual weapon to control the battlefield, then uses Channel Rot to wither clustered foes. Against divine enemies, it revels in mockery and blasphemy, turning the air itself into a suffocating miasma.
When pressed, it retreats behind its guards, casting blight or summoning demonic filth to devour intruders.
Deep-Scale Oracle
Medium humanoid (troglodyte), neutral evil
Role & Lore
Deep-Scale Oracle
Role: Visionary prophet and primal mystic among troglodyte tribes; interpreter of the Deep Below’s whispers and omens.
Power Source: Elemental rot, subterranean spirits, and the eternal cycle of decay and rebirth.
Alignment: Neutral Evil or Chaotic Neutral.
Magic Type: Druidic, prophetic, and nature-corrupted (acid, poison, necrotic).
Flavor: A scaled seer veiled in phosphorescent fungi, speaking with the voice of dripping caverns and the heartbeat of the earth.
Patrons: The Deep Earth, Laogzed, or forgotten elemental spirits of ooze, decay, and darkness.
Example Stat Block: The Troglodyte Oracle (Deep-Scale).
Armor Class 14 (natural armor, fungal mantle)
Hit Points 110 (13d8 + 52)
Speed 30 ft., climb 20 ft., swim 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 18 (+4) | 11 (+0) | 17 (+3) | 12 (+1) |
Saving Throws Con +7, Wis +6
Skills Nature +3, Perception +6, Survival +6, Insight +6
Damage Resistances acid, poison, necrotic
Condition Immunities poisoned
Senses darkvision 90 ft., tremorsense 30 ft., passive Perception 16
Languages Draconic, Terran, Druidic
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits
Aura of Decay. The oracle’s body radiates natural corruption. Non-troglodyte creatures that start their turn within 10 feet must succeed on a DC 15 Constitution saving throw or take 5 (1d10) poison damage.
Earth’s Whisper. The oracle can cast augury or commune with nature as rituals, drawing guidance from the Deep Below. When doing so, its eyes glow with faint bioluminescence.
Spellcasting. The Deep-Scale Oracle is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It requires no material components.
It has the following druid spells prepared:
Cantrips (at will): druidcraft, thorn whip, poison spray, guidance
1st level (4 slots): entangle, cure wounds, thunderwave
2nd level (3 slots): lesser restoration, spike growth, heat metal
3rd level (3 slots): meld into stone, call lightning, erupting earth
4th level (3 slots): blight, confusion, wall of fire (acid instead of fire damage)
5th level (1 slot): insect plague, contagion
Actions
Multiattack. The oracle makes two attacks with its clawed staff or one attack and casts a cantrip.
Clawed Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage plus 5 (1d10) poison damage.
Venomous Breath (Recharge 5–6). The oracle exhales a 15-foot cone of toxic spores. Each creature in that area must make a DC 15 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much on a success. On a failed save, the creature’s movement speed is reduced by 10 feet until the end of its next turn.
Reactions
Prophetic Instinct. When a creature the oracle can see makes an attack roll or saving throw, the oracle may utter a subterranean omen. The target rolls a d4 and subtracts the result from its roll.
Tactics
A Troglodyte Deep-Scale Oracle commands nature itself in the black underworld. It opens battle by reshaping terrain with entangle or spike growth, then channels call lightning or wall of acid fire to corral intruders. When surrounded, it releases its Venomous Breath before retreating into stone via meld into stone, whispering prophecies through the rock.
In tribal settings, it acts as both spiritual counselor and executioner—interpreting omens of the Deep, and silencing those who displease its unseen masters.
Troglodyte Prophet of Laogzed
Medium humanoid (troglodyte), chaotic evil
Role & Lore
Troglodyte Prophet of Laogzed
Role: Supreme spiritual authority of a troglodyte tribe; living embodiment of decay and subterranean power.
Power Source: Abyssal corruption, toxic rot, primal nature, and the will of Laogzed.
Alignment: Chaotic Evil
Magic Type: Clerical and druidic, blasphemous and disease-oriented (acid, necrotic, poison).
Flavor: Draped in fetid robes adorned with fungus, bones, and dripping idols, the prophet channels filth as divinity.
Patrons: Laogzed (Demon Lord of Slimes, Filth, and Pestilence)
Armor Class 17 (natural armor + corrupted druidic mantle)
Hit Points 168 (16d8 + 96)
Speed 30 ft., climb 20 ft., swim 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 22 (+6) | 14 (+2) | 20 (+5) | 16 (+3) |
Saving Throws Con +11, Wis +10, Cha +8
Skills Nature +7, Perception +10, Insight +10, Religion +7, Stealth +5 (+9 in rocky areas)
Damage Resistances acid, necrotic, poison
Condition Immunities poisoned
Senses darkvision 90 ft., tremorsense 30 ft., passive Perception 20
Languages Abyssal, Draconic, Terran, Druidic
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits
Aura of Corruption. All non-troglodyte creatures that start their turn within 15 feet must succeed on a DC 18 Constitution saving throw or take 10 (3d6) poison damage.
Fetid Inspiration. Allied troglodytes within 30 feet gain +2 to attack rolls and saving throws while the prophet is conscious.
Spellcasting. The prophet is a 12th-level spellcaster. Spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Cleric and druid spells require no material components.
Cleric Spells Prepared (7th-level caster, Domain: Evil/Demon):
- Cantrips (at will): guidance, thaumaturgy, poison spray, sacred flame
- 1st level (4 slots): bless, command, cure wounds, bane
- 2nd level (3 slots): hold person, bull’s strength, spiritual weapon
- 3rd level (3 slots): bestow curse, contagion, animate dead
- 4th level (3 slots): blight, freedom of movement, death ward
- 5th level (2 slots): dispel evil and good, cloudkill
- 6th level (1 slot): harm, blade barrier
- 7th level (1 slot): plane shift (Demon realm only)
Druid Spells Prepared (9th-level caster, primal decay):
- Cantrips (at will): druidcraft, thorn whip, poison spray, guidance
- 1st level (4 slots): entangle, cure wounds, thunderwave
- 2nd level (3 slots): heat metal, spike growth, lesser restoration
- 3rd level (3 slots): call lightning, meld into stone, erupting earth
- 4th level (3 slots): blight, confusion, wall of acid
- 5th level (2 slots): insect plague, contagion
Actions
Multiattack. The prophet makes two attacks with its Clawed Staff or one attack and casts a cantrip.
Clawed Staff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning plus 7 (2d6) poison damage.
Venomous Breath (Recharge 5–6). Exhales a 20-foot cone of toxic spores. Each creature in that area must succeed on a DC 18 Constitution saving throw or take 33 (6d10) poison damage and have their movement speed halved until the end of their next turn. Half damage on a success.
Rotting Wave (1/day). The prophet channels a wave of necrotic energy in a 30-foot radius. All non-troglodytes must make a DC 18 Constitution saving throw or take 27 (6d8) necrotic damage and be poisoned for 1 minute.
Reactions
Subterranean Warning. When a creature the prophet can see makes an attack roll or saving throw, the prophet can impose disadvantage by whispering ominous filth into the air.
Legendary Actions (3 per round)
- Rotting Touch. Melee attack with Clawed Staff dealing poison damage.
- Prophetic Gaze. Forces a creature within 30 ft. to reroll a d20 and take the lower result.
- Summon Filthspawn (Costs 2 Actions). Summons 1d4 troglodytes or 1 small ooze within 30 ft.
Tactics
The Troglodyte Prophet of Laogzed fights with both cunning and ritual. It opens combat with entangle or spike growth, channels Venomous Breath or Rotting Wave to soften groups, then casts cloudkill, blight, or harm on priority targets. It maintains a protective aura for allies while retreating into melded stone when threatened.
When surrounded, it focuses on controlling the battlefield, leveraging poison, necrotic energy, and summoned minions. Prophets also act as zealot leaders, inspiring their troglodytes to frenzy while strategically punishing intruders.
Troglodyte Champion
Medium humanoid (troglodyte), chaotic evil
Lore & Role
Role: Elite warrior, executioner, and enforcer of the chieftain’s will; leader of raiding parties and tribal militias.
Power Source: Physical prowess, tribal training, and the fear instilled in weaker troglodytes.
Alignment: Chaotic Evil
Flavor: Muscular and scarred, the champion wears jagged armor scavenged from enemies. Its movements are precise, brutal, and ritualistic, often performing kills in ways meant to terrify both foes and tribe members alike.
Armor Class 18 (natural armor + studded hide)
Hit Points 136 (16d8 + 64)
Speed 40 ft., climb 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 18 (+4) | 10 (+0) | 14 (+2) | 12 (+1) |
Saving Throws Str +10, Dex +7, Con +9
Skills Athletics +10, Intimidation +6, Perception +7, Stealth +6 (+10 in rocky terrain), Survival +7
Damage Resistances acid
Condition Immunities none
Senses darkvision 90 ft., passive Perception 17
Languages Draconic
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits
Tribal Discipline. Allies within 10 ft. gain +1 to attack rolls while the champion is within 10 ft.
Executioner’s Precision. When the champion hits a creature below half its hit points with a melee attack, it deals an additional 7 (2d6) slashing damage.
Elite Endurance. Once per short rest, when reduced to 0 HP but not killed outright, the champion drops to 1 HP instead.
Actions
Multiattack. The champion makes two melee attacks or one melee and one ranged attack.
+1 Spiked Gauntlet. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 5) bludgeoning damage plus 7 (2d6) poison damage.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 9 (1d6 + 5) piercing damage.
Special Abilities
Fearsome Presence (Recharge 5–6). All enemies within 10 ft. must make a DC 17 Wisdom saving throw or be frightened until the end of their next turn.
Brutal Charge. If the champion moves at least 20 ft. straight toward a target and hits with a melee attack, the target takes an extra 9 (2d8) damage.
Tactics
The Troglodyte Warlord Champion acts as the spearhead of tribal raids. It charges into combat to engage enemy spellcasters or heavily armored units first, using Brutal Charge to weaken targets. Champions coordinate with other troglodytes, bolstering allies with Tribal Discipline and using fear effects to sow chaos.
Against stronger foes, the champion focuses on hit-and-run tactics, climbing walls or ledges to ambush, and exploiting flanking opportunities. They are disciplined killers but will prioritize survival to maintain their role as enforcers and symbols of tribal power.
Flavor/Roleplay Hooks
- Serves as the personal executioner for the chieftain, enforcing punishments on both outsiders and tribe members.
- Often has mating rights or control of a specific territory within the warren.
- Uses trophies from kills (bones, teeth, claws) as armor and ceremonial adornment.
- Leads raiding parties, often striking first in ambushes to maximize the psychological impact of the tribe.
Troglodyte Warren Guard
Medium humanoid (troglodyte), chaotic evil
Lore & Role
Role: Elite protectors of the tribe’s egg clutches; enforcers of brood safety and reproductive hierarchy.
Power Source: Primal ferocity, territorial instinct, and devotion to the tribe’s future.
Alignment: Chaotic Evil
Flavor: Massive and muscular, the warren guard drips with saliva and exudes a toxic stench. Its eyes are fixed on the tribe’s eggs at all times, and it attacks intruders with relentless, brutal precision.
Armor Class 19 (natural armor + studded hide)
Hit Points 142 (15d8 + 75)
Speed 40 ft., climb 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 13 (+1) | 20 (+5) | 8 (-1) | 14 (+2) | 9 (-1) |
Saving Throws Str +11, Con +10, Wis +7
Skills Athletics +11, Intimidation +6, Perception +7, Stealth +5 (+9 in rocky terrain), Survival +7
Damage Resistances poison; Damage Immunities acid
Condition Immunities none
Senses darkvision 90 ft., passive Perception 17
Languages Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits
Eggwarder’s Devotion. The guard has advantage on saving throws against effects that would move it away from an egg or clutch.
Feral Rage (3/day). As a bonus action, the guard enters a rage for 1 minute: +2 to melee damage, advantage on Strength checks and saving throws, and resistance to bludgeoning, piercing, and slashing damage.
Intimidating Roar (Recharge 5–6). All creatures within 15 ft. must succeed on a DC 17 Wisdom saving throw or be frightened until the end of their next turn.
Actions
Multiattack. The warren guard makes two claw attacks or one claw and one bite attack.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 9 (1d6 + 6) piercing damage.
Special Abilities
Knockback Slam. When the guard hits a creature with both claws in the same turn, it can attempt to push the target 10 ft. back; the target must succeed on a DC 18 Strength saving throw or be pushed prone.
Territorial Frenzy. While within 30 ft. of a clutch of eggs, the guard has advantage on attack rolls and checks to grapple or shove enemies.
Tactics
Warren Guards prioritize the protection of eggs above all else. They remain close to clutches, using Intimidating Roar to scare intruders, and enter Feral Rage when the eggs are threatened. Guards use Knockback Slam and grappling maneuvers to control battlefield space, keeping foes away from the warren. They are relentless and will pursue intruders across difficult terrain to prevent egg loss, but will disengage only if all eggs are destroyed or removed.
Flavor/Roleplay Hooks
- Consumes flawed eggs to ensure the tribe’s future strength.
- Obedience to religious leaders can occasionally alter how the guard treats clutches, but loyalty to eggs overrides almost all else.
- When unbound from egg duty, guards become feral and extremely dangerous, attacking indiscriminately.
- Wield only claws, bite, and simple javelins—never elaborate weapons, reflecting their primal, protective role.
Troglodyte Hunter
Medium humanoid (troglodyte), chaotic evil
Role: Subterranean predator, raider, and scout. Troglodyte hunters form the bulk of the tribe’s fighting force. They patrol the warren’s tunnels, hunt local fauna, raid rival tribes, and enforce the will of their elders. They are disciplined only by fear, intimidation, and the stench of stronger troglodytes.
Armor Class: 13 (natural armor)
Hit Points: 13 (3d8)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 12 (+1) | 12 (+1) | 8 (–1) | 10 (+0) | 6 (–2) |
Saving Throws: Dex +3, Con +3
Skills: Stealth +3, Perception +2
Senses: darkvision 60 ft., passive Perception 12
Languages: Draconic
Challenge: 1/2 (100 XP)
Traits
- Stench. Any creature that starts its turn within 5 ft. of the troglodyte must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn.
- Keen Smell. The troglodyte has advantage on Wisdom (Perception) checks that rely on smell.
Actions
- Multiattack. The troglodyte makes two attacks: one with its bite and one with its claws.
- Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
- Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
- Javelin. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Tactics
Troglodyte hunters prefer ambushes in narrow tunnels or rocky terrain, striking weak or isolated foes first. They use hit-and-run tactics and rely on their natural stealth, only retreating when outmatched. Hunters coordinate with skulkers and scouts to surround prey or enemies whenever possible.
Ecology & Lore
Troglodytes are inherently territorial and hierarchical. Hunters are the backbone of the tribe, maintaining dominance over tunnels and hunting grounds. Ritual combat and the constant presence of stronger troglodytes keep them loyal, while their own stench marks status and rank. Troglodyte hunters often lead raids against neighboring tribes or unsuspecting travelers, dragging captives back to the warren to be consumed, enslaved, or sacrificed to the tribe’s foul gods.
Outcast
Small humanoid (troglodyte), chaotic evil
Armor Class: 13 (natural armor)
Hit Points: 22 (5d6 + 5)
Speed: 30 ft., climb 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 12 (+1) | 12 (+1) | 8 (−1) | 10 (+0) | 7 (−2) |
Saving Throws: Dex +3, Con +3
Skills: Stealth +3 (+5 in rocky areas), Perception +2
Senses: Darkvision 60 ft., passive Perception 12
Languages: Draconic
Challenge: 1 (200 XP)
Role
Troglodyte Outcasts occupy the lowest rungs of the tribe’s hierarchy. They serve as laborers, sacrificial fodder, or expendable raiders. Mutant or crippled troglodytes are often chained as living weapons during rituals or war, and their survival depends entirely on the tribe’s whims. Despite their low status, they can be unpredictable and deadly in combat, especially when cornered.
Lore
The taint of the Abyss and the harsh life of subterranean warrens produce twisted troglodytes: malformed offspring, wounded captives, or mutated outcasts. These creatures embody the tribe’s cruelty and survivalist nature, often bearing grotesque physical traits that hint at dark, fiendish corruption. While despised and feared, outcasts occasionally survive long enough to develop cunning, ambushing foes or exploiting their mutations in creative ways. Legends among troglodytes speak of rare, utterly horrifying mutants that grow too large or too clever to be controlled, becoming permanent nightmares for even their own kind.
Traits
- Stench. Any creature that starts its turn within 5 ft. of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn.
- Mutations (1d12). Roll 1d12 when generating this troglodyte to determine a mutation. Multiple mutations can occur at DM discretion.
Mutations Table (d12):
| d12 | Mutation | Effect |
|---|---|---|
| 1 | Extra Limb | +1 to attack rolls; additional claw/bite attack |
| 2 | Bloated Stomach | Resistant to poison; disadvantage on stealth |
| 3 | Corrupting Saliva | Bite +1d4 poison; DC 12 Con or poisoned |
| 4 | Chitinous Plates | +1 AC |
| 5 | Horrid Maw | Bite +1d6 necrotic damage |
| 6 | Malformed Legs | Speed −5 ft., +2 Acrobatics/Athletics |
| 7 | Vestigial Eyes | Advantage on sight-based Perception |
| 8 | Spinal Spikes | +1 Intimidation; melee reach +5 ft. |
| 9 | Slimy Secretions | Melee hit DC 12 Dex or slowed 1 round |
| 10 | Barbed Tail | Tail attack 1d6, reach 10 ft. |
| 11 | Twisted Voice | Thaumaturgy at will; disadvantage on Charisma checks |
| 12 | Rapid Growth | +2 Strength first combat round |
Actions
- Multiattack. The troglodyte makes two attacks: one with its bite and one with its claws.
- Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
- Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
- Javelin. Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Tactics
Troglodyte Outcasts lurk on the fringes of the tribe, avoiding stronger members unless ordered into combat. They prefer ambushes and exploit their mutations creatively—climbing walls, striking with barbed tails, or corroding enemies with corrupting saliva. Even a single outcast can be dangerous if it catches foes unaware in confined or rocky terrain.
Pathfinder Stat Blocks
Troglodyte Warrior
Troglodyte Sneak
Troglodyte Sorcerer
Troglodyte Holy Ones
Troglodyte Cavalry
Troglodyte Champion
Troglodyte Chieftain
Troglodyte Warren Guard
Troglodyte Tyrant
Slaugrak
Troglodyte Encounters
Troglodyte Sneak
Troglodyte skulkers use their natural stealth or magical invisibility to scout enemies, relay information to the tribe, or strike at weak targets. Far-ranging and mobile, they often spend most of their time away from the tribe.
Troglodyte Skulker CR 2
XP 600
CE Medium humanoid (reptilian)
Init +5; Senses darkvision 90 ft.; Perception +8
Aura stench (30 ft., DC 14, 10 rounds)
Defense
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 30 (4d8+12)
Fort +6, Ref +4, Will +1
Defensive Abilities: evasion
Offense
Speed 30 ft.
Melee: mwk club +6 (1d6+3), bite +0 (1d4+1), claw +0 (1d4+1)
or bite +5 (1d4+3), 2 claws +5 (1d4+3)
Ranged: javelin +3 (1d6+3)
Special Attacks: sneak attack +1d6
Statistics
Str 16, Dex 13, Con 16, Int 8, Wis 13, Cha 9
Base Atk +2; CMB +5; CMD 16
Feats: Improved Initiative, Point-Blank Shot
Skills: Acrobatics +8, Climb +7, Disable Device +2, Escape Artist +8, Knowledge (dungeoneering) +3, Perception +8, Stealth +12 (+16 in rocky areas)
Languages: Draconic
SQ: rogue talents (fast stealth), trapfinding +1
Combat Gear: potion of cure moderate wounds, smokesticks (2)
Other Gear: javelins (4), mwk club, sack of uncut gems (120 gp), 16 gp
Tactics: Skulkers use stealth or magical invisibility to scout, then either report back or strike weak targets.
Troglodyte
This humanoid’s scaly hide is dull gray. Its frame resembles that of a cave lizard, with a long tail and crests on its head and back. A typical troglodyte stands about 5 feet tall and weighs around 150 pounds.
TROGLODYTE CR 1
XP 400
CE Medium humanoid (reptilian)
Init –1; Senses darkvision 90 ft.; Perception +0
Aura stench (30 ft., DC 13, 10 rounds)
Defense
AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0
Offense
Speed 30 ft.
Melee: club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4)
or 2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)
Statistics
Str 12, Dex 9, Con 14, Int 8, Wis 11, Cha 11
Base Atk +1; CMB +2; CMD 11
Feats Great Fortitude
Skills Stealth +5 (+9 in rocky areas)
Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic
Ecology
Environment any underground
Organization: Solitary, Pair, Clutch (3–6), Squad (7–12 plus 1 cleric or druid of 3rd level and 1–2 monitor lizards), Band (20–80 plus 20% noncombatants, 1 chieftain of 3rd–6th level, 1–3 clerics or druids of 3rd–6th level, and 3–13 monitor lizards)
Treasure NPC gear (club, 3 javelins, other treasure)
Description
The troglodyte is a feral, savage cave dweller. They are among the most populous denizens of the upper reaches of the endless caverns of the underworld, equally at home raiding the settlements of those who dwell above or below ground. While troglodytes are numerous, they are generally a minor threat individually. Strong leaders can, however, rally legions into vast, deadly armies. Left alone, tribes maintain order through feuds, cannibalistic raids, and civil wars.
Troglodytes are one of the oldest intelligent races. Ruins in remote caverns reveal that their civilization was once vast, with cities of stone ziggurats, twisting canals, enslaved other races, and worship of ancient, inhuman gods. As other races advanced, troglodytes reverted to a feral lifestyle in caves.
Religion is central to troglodyte society. Shamans and priests are the highest-regarded clan members. Chieftains without divine power often serve as puppet leaders under the guidance of local seers. Troglodytes worship demon lords, particularly those with reptilian or primeval forms, or whose Abyssal domains resemble the troglodytes’ caverns. Druids among their kind are typically neutral evil, commanding beasts with eerie authority.
More Detail
Troglodytes are vicious, reptilian humanoids, standing around 5 to 6 feet tall, with hunched postures and mottled, scaly skin ranging from earthy browns to murky greens. Their clawed hands and feet end in razor-sharp talons, and their faces are twisted with sharp, pointed teeth and beady yellow eyes that gleam with malice. A constant, putrid odor emanates from their bodies, a result of their sweat and the bacteria that thrive on their oily, damp skin. Their jaws are capable of extending unnaturally wide, allowing them to snap and tear with terrifying force.
Behaviorally, Troglodytes are primal and territorial, relying on their heightened senses, particularly their darkvision, to navigate and hunt in the pitch-black tunnels and caves they call home. They operate in small, tribal groups, fiercely protective of their territory. Within their society, strength is revered, and survival depends on the dominance of the strongest individuals. They rarely engage in complex strategies but rely on overwhelming force and ambush tactics, attacking intruders with coordinated pack-like assaults.
Troglodytes dwell deep underground in damp, labyrinthine caves or ancient ruins, where sunlight never touches. These caverns are often littered with the remains of their prey, both animals and unfortunate adventurers, creating a grim testament to their brutal existence. Their nests are crude, made from gathered bones, furs, and other detritus of their environment.
Their modus operandi is simple yet effective: strike swiftly, using surprise and their terrifying physical prowess to overpower foes. They often use their foul stench to disorient opponents and create openings for attack. When they sense weakness, they’ll close in from all angles, overwhelming even the most skilled of adventurers. Outside their lairs, Troglodytes are opportunistic hunters, stalking prey through tunnels, relying on the darkness to conceal their movements.
Motivated by a mix of hunger and territorial aggression, Troglodytes have little interest in diplomacy or trade. They are driven by the need to survive, expand their territory, and feast on whatever they can capture. The cruel, primitive nature of their society leads them to view outsiders as either prey or threats, and they are quick to attack those who venture too close to their hidden dens. Their only desire is to perpetuate their existence in the depths, far from the light of the sun.
Troglodytes are a race of feral, violent, reptilian cave dwellers. They are relatively common in the upper reaches of the great subterranean wilderness, and have a long history of raiding the settlements of other humanoids—particularly humans—for food and slaves.
A typical troglodyte stands about 5 feet tall and weighs 150 pounds. Most are dull gray or gray-green, though other variations in coloration can appear depending on habitat. Troglodytes have short, stiff ridges running from the top of the head down to the base of the spine. They reach maturity at 10 years of age and have lifespans of about 50 to 60 years, though most troglodytes perish from violence much earlier than that.
Troglodytes typically form primitive tribal societies, usually dominated by a powerful chieftain or a charismatic cleric or druid. Humans are a troglodyte’s favored prey, and the very scent of a human is enough to drive troglodytes into a feeding frenzy. However, troglodytes are opportunistic predators that will hunt and devour other intelligent creatures if humans are unavailable. Troglodytes are also unapologetically cannibalistic, often eating the defeated members of rival tribes and the old and infirm members of their own tribe when other forms of prey are scarce.
Modern troglodytes are the degenerate descendants of an incredibly ancient race of reptilian humanoids known to scholars as the xulgaths, and indeed many troglodytes continue to use that name when they refer to themselves. Though the ancient xulgaths resembled modern troglodytes in form, they were more gifted, both intellectually and magically.
When the world was still young, the xulgaths erected great stone cities of towering ziggurats, twisting canals and aqueducts, and many other advanced examples of stonework and architecture. Some of these still stand today in the deepest caverns of the underworld. Though the society the xulgaths built would be considered primitive by modern standards, it far outpaced the progress other races had made. Xulgath society was ruled by a religious caste of exceptionally powerful divine spellcasters who used their supernatural gifts to dominate their lesser kin and enslave the primitive humanoid races. The xulgaths worshiped ancient and inhuman gods, most notably the dreadful qlippoth lords who ruled the Abyss before the demon lords usurped their place.
However, the xulgaths were slow to progress and adapt, and lost their advantage. As hard as they fought against the rising civilizations of elves, dwarves, and other humanoids, they couldn’t keep up with the technological progress the others had made. The xulgaths were finally cast down by one of the earliest human civilizations. All the xulgaths had created was lost, and many of them were enslaved. Now, not only have the troglodytes failed to keep up with other races, but they have in many ways regressed from what they once were.
A few large settlements of unusually civilized and intelligent troglodytes do exist in the deepest reaches of the world’s subterranean wilds. Ruled over by despotic tyrants, these settlements consist of great stone ziggurats and other monolithic stone structures that modern troglodytes would be incapable of engineering and building on their own.
Strangely, though these realms appear to be of xulgath origin, they were ruins before the enlightened troglodytes came to live there. This suggests that the troglodytes didn’t live there continuously and develop their society, but rather abandoned the settlements as their civilizations collapsed into savagery, returning only when they became enlightened once again. Home to hundreds of organized troglodytes, these settlements are typically warlike in nature. Fortunately, the surface world remains safe from these aggressive raiders since these settlements are all located deep underground and remain isolated from the surface-dwelling races by miles of subterranean wilderness.
Troglodytes speak Draconic, though their vocabulary is limited because of their cultural isolation and stagnation. They are also adept at conveying information through gestures, guttural noises meant to convey their emotions, and culturally ubiquitous displays of dominance. Though troglodytes keep few written records, the creation of artwork has an important place within their culture as a leisure activity and religious practice.
Troglodyte cave paintings and sculptures can be entirely abstract or loosely representational, and focus on expressing the creator’s emotional state—joy and pride after a successful hunt, rage at a cunning enemy, or affection for family, for example—rather than conveying a complex narrative. Many troglodyte settlements keep lit torches so the vibrant colors of their art can be seen, since darkvision shows only black and white.
Religion is a strong influence among troglodytes, and their clerics and druids are almost always the highest regarded members of a tribe. Most tribes are led by charismatic clerics or druids. Chieftains who are incapable of wielding divine power find themselves serving as mere mouthpieces for the most powerful religious figures in the tribe.
Troglodyte worship is a disorganized affair; veneration of the tribe’s chosen demon lords mainly consisting of superstitious rituals, crude carvings and drawings on cave walls, and religious stories told and retold down countless troglodyte generations. Clerics among the troglodytes typically keep religious knowledge and power for themselves, encouraging their tribemates to worship devoutly but concentrating religious authority among an elite few. Troglodyte clerics typically choose their favorite offspring as their successors, prompting the children of holy people to engage in fierce (and sometimes bloody) competition to win the favor of their parents.
New Rules
The following new rules include variant troglodytes and troglodyte-created spells.
Troglodyte Variants
Although most troglodytes are represented as cave-dwelling creatures, after untold millennia, several troglodyte variants have evolved from the ancient xulgath bloodline and adapted to life in different environments and climates.
Enlightened Troglodytes (CR 2): These troglodytes dwell far deeper underground than most of their kind. Less bestial than other troglodytes but just as vile, they use their intelligence to enslave more primitive races. They become experts at taming beasts to serve as mounts and sentries.
An enlightened troglodyte’s ability scores are Str 14, Dex 17, Con 16, Int 12, Wis 13, and Cha 13. A typical enlightened troglodyte’s skills (not counting ranks gained through class levels) are Handle Animal +6, Stealth +5 (+9 in rocky areas), and Perception +3.
Kaergath (CR 1/2): Squat, warty, and diminutive, these troglodytes average just under 4 feet tall and weigh 180 pounds. Kaergaths have dull reddish-brown scales and huge, square teeth, but lack the claws of the other troglodytes. Native to the upper reaches of the subterranean wilderness underneath trackless deserts and sun-scorched badlands, kaergaths are known for their ability to burrow through sand, their expertise with the javelin, and their preference for the flesh of humanoid children.
Kaergaths are troglodytes with the young simple template and the ability to burrow through sand and loose earth (but not stone) at a rate of 20 feet per round. They gain a +1 racial bonus on attack rolls with javelins. Kaergaths have a bite attack that deals 1d8 points of damage, but do not have claw attacks.
Troglodyte Paragons (CR 5): Although most of the ancient xulgath race perished with the collapse of its great empire long ago, a few powerful individuals survived. These ancient troglodytes went into hiding in the deep places of the world, and though many of them perished, fled to other planes, or retreated into lichdom, a few sought refuge in magical stasis. Over the long centuries, troglodyte paragons have from time to time awakened from their magical slumber.
Though some have sought out modern troglodytes in an effort to elevate them and reclaim the glory of their lost civilization, most troglodyte paragons despise their degenerate descendants. Distinguished from common troglodytes by their glowing, emerald eyes and gold-tinged scales, troglodyte paragons are long-lived, with maximum lifespans averaging 400 years. Troglodyte paragons are extremely paranoid and obsessed with self-preservation. Most troglodyte paragons have class levels in cleric or sorcerer.
Troglodyte paragons are Large troglodytes with 7 Hit Dice. Their natural armor bonus increases by 2, their claw attacks deal 1d8 points of damage, and their bite attacks deal 1d6 points of damage. Troglodyte paragons have the following ability scores instead of the standard troglodyte ability scores: Str 22, Dex 9, Con 16, Int 13, Wis 10, and Cha 15.
They can use the following spell-like abilities: constant—arcane sight ; at will—hypnotism, speak with animals (dinosaurs and reptiles only); 3/day—cause fear, charm monster . Troglodyte paragons with at least 14 Hit Dice (including both racial HD and those from class levels) can also use dominate monster once per day. A typical troglodyte paragon’s skills (not counting ranks gained through class levels) are Intimidate +9, Perception +7, Stealth +10 (+14 in rocky areas).
Troglodyte Spells
Troglodyte spellcasters often learn the following spells:
Amplify Stench
School: transmutation
Level: cleric 2, druid 2, oracle 2, shaman 2, sorcerer/wizard 2
Casting Time: 1 standard action
Components: V, S
Range: personal
Target: you
Duration: 10 minutes/level
You amplify your natural stench special ability. The save DC of the ability increases by 2, and creatures that fail their saving throws become nauseated rather than sickened. If your stench normally causes nausea, the radius of your stench doubles. This spell has no effect if you do not possess the stench special ability.
Mark of the Reptile God
School: transmutation (curse)
Level: antipaladin 4, cleric 4, inquisitor 4, oracle 4
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: permanent
Saving Throw: Fortitude negates
Spell Resistance: yes
On a successful ranged touch attack, you burn a handprint onto the flesh of the target, dealing 1d6 acid damage. The marked flesh becomes rough and scaly, and glows with a green radiance (like a torch) when within 60 feet of you. While glowing, the target takes a −2 penalty to AC against your attacks and saving throws against your spells or spell-like abilities.
Each day the target remains cursed, it must succeed at a Fortitude save or take 1d4 Charisma damage (1 point is Charisma drain). If reduced to 0 Charisma, the target transforms into a small, harmless cave lizard (as per baleful polymorph).
This curse cannot be dispelled by normal means but can be removed with break enchantment, limited wish, miracle, remove curse, or wish.
Swarm of Fangs
School: conjuration (summoning)
Level: druid 3, sorcerer/wizard 3, summoner 3, witch 3
Casting Time: 1 round
Components: V, S, M (a lizard’s tooth)
Range: close (25 ft. + 5 ft./2 levels)
Effect: one swarm of animate teeth
Duration: 1 round/level
Saving Throw: none
Spell Resistance: no
You summon a swarm of thousands of flying teeth in a 10-foot cube. The swarm attacks all creatures within its area. It can share an area with other creatures and may move up to 40 feet each round as a move action. If not moved, the swarm automatically advances 40 feet to the nearest creature (including you) if it has not yet attacked.
Creatures in the swarm’s area take 2d6 points of damage when the swarm appears and at the end of its movement each round.
Troglodyte Magic Items
Though troglodytes possess only primitive technology, their magical traditions include crafting magic items.
Cave Dweller’s Greataxe
Price: 8,305 gp
Slot: none
CL: 11th
Weight: 9 lbs.
Aura: moderate transmutation
A cave dweller’s greataxe appears to be a thin slab of stone crudely lashed to a bone haft. It functions as a +1 greataxe. Once per day, when the wielder hits a creature, they can speak a command word to force the target to attempt a DC 16 Fortitude save. On a failed save, the target becomes slowed for 1 round. At the end of that round, the creature is no longer slowed but must succeed at a second saving throw or become petrified for 1d4 rounds.
Construction Requirements:
- Cost: 4,305 gp
- Spells: Craft Magic Arms and Armor, calcific touch
Stench Spray Amulet
Price: 1,600 gp
Slot: neck
CL: 3rd
Weight: —
Aura: faint conjuration
This fetish of bone, shed reptilian skin, and small stones can be worn to convert a creature’s stench into a breath weapon. It has no effect on creatures without the stench special ability. While worn, the creature’s stench aura is suppressed.
Special Ability: Once per hour as a standard action, the wearer can spray a brown slime in a 30-foot cone. Any creature hit must succeed at a Fortitude saving throw or become sickened for the same duration as the wearer’s stench aura. The floor in the cone becomes coated with slime for 1 minute, functioning like the grease spell (DC 11), affecting creatures that move through the area.
Construction Requirements:
- Cost: 800 gp
- Spells: Craft Wondrous Item, grease
Troglodyte Sorcerer
Arcane troglodytes often act as scouts, while divine casters dominate tribal power. Bloodlines are typically Abyssal, Deep Earth, Draconic, or Undead.
Troglodyte Sorcerer CR 4
XP 1,200
CE Medium humanoid (reptilian)
Init +1; Senses darkvision 90 ft.; Perception +1
Aura stench (30 ft., DC 13, 10 rounds)
Defense
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 39 (6 HD; 2d8+4d6+16)
Fort +7, Ref +3, Will +6; +2 vs. poison
Resist electricity 5
Offense
Speed 30 ft.
Melee: mwk club +4 (1d6), bite –2 (1d4), claw –2 (1d4)
or bite +3 (1d4), 2 claws +3 (1d4)
Special Attacks: claws 1d6 (6 rounds/day)
Sorcerer Spells Known (CL 4th; concentration +7)
- 2nd (4/day): acid arrow
- 1st (7/day): cause fear (DC 15), corrosive touch, ray of enfeeblement (DC 15), summon monster I
- 0 (at will): acid splash, daze (DC 13), detect magic, ghost sound (DC 13), mage hand, mending
Bloodline: Abyssal
Statistics
Str 10, Dex 13, Con 14, Int 10, Wis 13, Cha 16
Base Atk +3; CMB +3; CMD 14
Feats: Combat Casting, Eschew Materials, Silent Spell, Spell Focus (evocation)
Skills: Knowledge (arcana) +7, Knowledge (planes) +4, Spellcraft +6, Stealth +9 (+13 in rocky areas)
Languages: Draconic
SQ: bloodline arcana (summoned creatures gain DR 2/good)
Combat Gear: potion of cure light wounds, wand of invisibility (10 charges)
Other Gear: mwk club, cloak of resistance +1, 150 gp
Tactics: Sorcerers scout while avoiding tribe hierarchy conflicts; their Abyssal magic augments both offense and survival.
Troglodyte Holy Ones
Troglodyte divine spellcasters serve as spiritual leaders and advisors within their tribes. Clerics often worship demon lords, particularly those associated with caverns and reptiles, while druids act as mediators between the tribe and the natural world.
Troglodyte Beast-Speaker
Beast-speakers are druids who scout, ambush, or protect the tribe using their divine magic and connection to animals.
TROGLODYTE BEAST-SPEAKER CR 3
XP 800
Troglodyte druid 3
CE Medium humanoid (reptilian)
Init +4; Senses darkvision 90 ft.; Perception +10
Aura stench (30 ft., DC 13, 10 rounds)
Defense
AC 16, touch 10, flat-footed 16 (+6 natural)
hp 35 (5d8+13)
Fort +8, Ref +3, Will +5
Offense
Speed 30 ft., climb 20 ft.
Melee: mwk club +4 (1d6), bite –2 (1d4), claw –2 (1d4)
or bite +3 (1d4), 2 claws +3 (1d4)
Ranged: javelin +3 (1d6)
Druid Spells Prepared (CL 3rd; concentration +5)
- 2nd: hold animal D (DC 14), spider climb, summon swarm
- 1st: calm animals D (DC 13), charm animal (DC 13), cure light wounds, entangle (DC 13)
- 0 (at will): create water, detect magic, guidance, know direction
Tactics
Before Combat: Casts spider climb and ambushes prey from ceilings, high walls, or ledges.
Base Stats Without Spider Climb: Speed 30 ft.; Climb +0
Statistics
Str 10, Dex 11, Con 14, Int 10, Wis 15, Cha 15
Base Atk +3; CMB +3; CMD 13
Feats: Combat Casting, Improved Initiative, Lightning Reflexes
Skills: Climb +8, Heal +7, Knowledge (nature) +2, Perception +10, Spellcraft +6, Stealth +7 (+11 in rocky areas), Survival +10
Languages: Draconic, Druidic
SQ: nature bond (Animal domain), nature sense, speak with animals (6 rounds/day), trackless step, wild empathy +5, woodland stride
Combat Gear: potion of cure moderate wounds, scrolls of dominate animal and summon nature’s ally II
Other Gear: 6 javelins, mwk club, headdress (500 gp), 19 gp
Troglodyte Priest
Priests serve as the spiritual and martial leaders of their tribes, channeling divine energy to empower allies, curse enemies, and enforce the will of their demon patrons.
TROGLODYTE PRIEST CR 3
XP 800
Troglodyte cleric 3
CE Medium humanoid (reptilian)
Init –1; Senses darkvision 90 ft.; Perception +2
Aura stench (30 ft., DC 14, 10 rounds)
Defense
AC 19, touch 9, flat-footed 19 (+4 armor, –1 Dex, +6 natural)
hp 30 (5d8+8)
Fort +7, Ref +0, Will +5
Offense
Speed 20 ft.
Melee: +1 mwk obsidian spiked gauntlet +10 (1d4+6), bite +3 (1d4+5), claw +3 (1d4+5)
or bite +8 (1d4+5), 2 claws +8 (1d4+5)
Ranged: javelin +2 (1d6+5)
Special Attacks: channel negative energy 4/day (DC 14, 2d6), fury of the Abyss +1 (5/day)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
- 5/day: strength surge +1
Cleric Spells Prepared (CL 3rd; concentration +5)
- 2nd: amplify stench *, bull’s strength D, hold person (DC 14)
- 1st: bless, command (DC 13), doom D (DC 13), magic weapon
- 0 (at will): bleed (DC 12), detect magic, guidance, spark
Domains: Evil (Demon subdomain), Strength
*D = domain spell
Tactics
Before Combat: Casts amplify stench and bull’s strength on self, and magic weapon on spiked gauntlet.
Base Stats Without Buffs: Aura stench DC 12; melee mwk obsidian spiked gauntlet +8 (1d4+3), bite +1 (1d4+3), claw +1 (1d4+3); bite +6 (1d4+3), 2 claws +6; ranged javelin +2 (1d6+3); Str 16; CMB +6; CMD 15
Statistics
Str 20, Dex 9, Con 12, Int 10, Wis 15, Cha 13
Base Atk +3; CMB +8; CMD 17
Feats: Combat Casting, Improved Channel, Weapon Focus (spiked gauntlet)
Skills: Heal +7, Knowledge (planes) +4, Knowledge (religion) +6, Sense Motive +7, Spellcraft +5, Stealth +1 (+5 in rocky areas)
Languages: Draconic
Combat Gear: 2 potions of cure moderate wounds, scroll of spiritual weapon, wand of cure light wounds (20 charges), thunderstone
Other Gear: mwk hide armor, 6 javelins, mwk obsidian spiked gauntlet, wooden holy symbol, 96 gp
Troglodyte Cavalry
Troglodyte mounted warriors ride reptilian steeds—such as giant monitor lizards or giant chameleons—charging into combat with deadly precision and tribal ferocity.
Troglodyte Scale-Rider
These warriors combine the speed and power of their mounts with expert archery and melee skills, often leading small raiding parties.
TROGLODYTE SCALE-RIDER CR 6
XP 2,400
Troglodyte ranger 5
CE Medium humanoid (reptilian)
Init +2; Senses darkvision 90 ft.; Perception +10
Aura stench (30 ft., DC 14, 10 rounds)
Defense
AC 19, touch 12, flat-footed 17 (+1 armor, +2 Dex, +6 natural)
hp 69 (7 HD; 2d8+5d10+33)
Fort +10, Ref +6, Will +2
Offense
Speed 30 ft.
Melee: mwk club +10/+5 (1d6+3), bite +4 (1d4+1), claw +4 (1d4+1)
Ranged: javelin +8/+3 (1d6+3)
Special Attacks: combat style (mounted combat), favored enemy (dwarves +2, humans +4)
Ranger Spells Prepared (CL 2nd; concentration +3)
- 1st: animal messenger, entangle (DC 12)
Statistics
Str 16, Dex 14, Con 16, Int 8, Wis 13, Cha 9
Base Atk +6; CMB +9; CMD 21
Feats: Deadly Aim, Endurance, Mounted Archery, Mounted Combat, Point-Blank Shot, Quick Draw, Toughness
Skills: Handle Animal +8, Knowledge (dungeoneering) +5, Perception +10, Ride +11, Stealth +12 (+16 in rocky areas), Survival +7
Languages: Draconic
SQ: favored terrain (underground +2), hunter’s bond (companions), track +2, wild empathy +4
Combat Gear: 2 potions of cure moderate wounds, potion of protection from arrows, 2 tanglefoot bags
Other Gear: 15 javelins, mwk club, bracers of armor +1, 85 gp
Troglodyte Champion
Troglodyte champions are elite warriors who combine martial skill with tribal ferocity, often leading raiding parties or defending key lairs.
TROGLODYTE CHAMPION CR 7
XP 3,200
Troglodyte fighter 6
CE Medium humanoid (reptilian)
Init +1; Senses darkvision 90 ft.; Perception +3
Aura stench (30 ft., DC 15, 10 rounds)
Defense
AC 23, touch 11, flat-footed 22 (+6 armor, +1 Dex, +6 natural)
hp 82 (8 HD; 2d8+6d10+40)
Fort +13, Ref +4, Will +4 (+2 vs. fear)
Defensive Abilities: bravery +2
Offense
Speed 30 ft.
Melee: mwk lance +13/+8 (1d8+5/×3), bite +6 (1d4+2), claw +6 (1d4+2)
Ranged: javelin +9/+4 (1d6+5)
Special Attacks: weapon training (spears +1)
Statistics
Str 18, Dex 12, Con 18, Int 8, Wis 13, Cha 9
Base Atk +7; CMB +11 (+13 bull rush); CMD 22 (24 vs. bull rush)
Feats: Improved Bull Rush, Mounted Combat, Power Attack, Quick Draw, Ride-By Attack, Spirited Charge, Toughness, Unseat
Skills: Handle Animal +6, Intimidate +6, Perception +3, Ride +6, Stealth +3 (+7 in rocky areas)
Languages: Draconic
SQ: armor training 1
Combat Gear: potion of cure moderate wounds
Other Gear: mwk breastplate, 7 javelins, mwk lance, belt of giant strength +2, cloak of resistance +1, 33 gp
Troglodyte Chieftain
Troglodyte chieftains are the supreme leaders of their tribes, ruling through a combination of brutal strength, cunning, and divine magic. Most earn their position by defeating and consuming their predecessors, and they maintain authority through fear, skill, and occasional displays of arcane and divine power.
TROGLODYTE CHIEFTAIN CR 8
XP 4,800
Troglodyte barbarian 2 / druid (cave druid) 6
CE Medium humanoid (reptilian)
Init +4; Senses darkvision 90 ft.; Perception +12
Aura stench (30 ft., DC 14, 10 rounds)
Defense
AC 21, touch 11, flat-footed 21 (+4 armor, +9 natural, –2 rage)
hp 100 (10 HD; 8d8+2d12+46)
Fort +14, Ref +4, Will +10; +2 vs. aberrations and oozes
Defensive Abilities: uncanny dodge; Resist fire 10
Offense
Speed 50 ft.
Melee: +1 greataxe +15/+10 (1d12+8/×3), +1 bite +10 (1d4+4)
or +1 bite +15 (1d4+8), 2 +1 claws +15 (1d4+8)
Ranged: javelin +7 (1d6+7)
Special Attacks: fire bolt (1d6+3 fire, 6/day), rage (7 rounds/day), rage powers (moment of clarity), wild shape 1/day (can adopt ooze form, not plant form)
Druid Spells Prepared (CL 6th; concentration +9)
- 3rd: fireball D (DC 16), greater magic fang (2), swarm of fangs * (DC 16)
- 2nd: barkskin, bull’s strength (2), produce flame D, stone call
- 1st: burning hands D (DC 14), cure light wounds (2), longstrider, pass without trace
- 0 (at will): create water, detect magic, know direction, mending
D = domain spell; Domain: Fire
Tactics
Before Combat: Casts bull’s strength and greater magic fang on self and one ally, then casts barkskin.
During Combat: Uses swarm of fangs, stone call, and other attack spells at range. In melee, enters rage and attacks with greataxe.
Base Stats Without Buffs: AC 20, touch 13, flat-footed 20; hp 84; Fort +12, Will +8; Melee +1 greataxe +13/+8 (1d12+6/×3), bite +7 (1d4+2) or bite +12 (1d4+5), 2 claws +12 (1d4+5); Ranged javelin +7 (1d6+7); Str 16, Con 13; CMB +12, CMD 22
Statistics
Str 24, Dex 11, Con 17, Int 10, Wis 16, Cha 13
Base Atk +7; CMB +14; CMD 22
Feats: Combat Casting, Improved Initiative, Lightning Reflexes, Power Attack, Toughness
Skills: Diplomacy +7, Intimidate +10, Knowledge (dungeoneering) +2, Knowledge (religion) +6, Perception +12, Sense Motive +9, Spellcraft +9, Stealth +3, Survival +5
Languages: Draconic, Druidic
SQ: fast movement, lightfoot, nature bond (Fire domain), nature sense, tunnelrunner, wild empathy +7 (influence oozes, not magical beasts)
Combat Gear: 2 potions of cure moderate wounds, scroll of meld with stone
Other Gear: mwk chain shirt, +1 greataxe, 5 javelins, belt of incredible dexterity +2, bag of gemstones (200 gp), 50 gp
Troglodyte Warren Guard
The largest and most aggressive troglodytes are chosen as warren guards, tasked with protecting the tribe’s egg clutches. These hulking warriors are utterly devoted to their charge, leaving their nests only if all eggs are destroyed. Warren guards fight with tooth and claw, using raw strength and terrifying rage to keep intruders at bay.
TROGLODYTE WARREN GUARD CR 9
XP 6,400
Troglodyte barbarian (brutal pugilist) 8
CE Medium humanoid (reptilian)
Init +1; Senses darkvision 90 ft.; Perception +14
Aura stench (30 ft., DC 16, 10 rounds)
Defense
AC 19, touch 11, flat-footed 18 (+2 armor, +1 Dex, +8 natural, –2 rage)
hp 124 (10 HD; 2d8+8d12+58)
Fort +15, Ref +4, Will +8
Defensive Abilities: improved savage grapple; DR 1/—
Offense
Speed 40 ft.
Melee: +1 bite +16 (1d4+7), 2 +1 claws +16 (1d6+7)
Ranged: javelin +10 (1d6+6)
Special Attacks: rage (21 rounds/day), rage powers (intimidating glare, knockback, strength surge +8, terrifying howl [DC 20])
Tactics
Before Combat: Drinks potion of barkskin if danger is anticipated.
During Combat: Rages immediately to defend the eggs, using natural attacks, intimidating glare, and terrifying howl to control foes. Grapples or uses knockback to remove threats from the eggs. Extremely single-minded and feral in combat, abandoning strategy if the eggs are threatened.
Base Stats Without Buffs or Rage: AC 19, touch 13, flat-footed 18; hp 104; Fort +13, Will +6; Melee +1 bite +14 (1d4+5), 2 +1 claws +14 (1d6+5); Ranged javelin +10 (1d6+4); Str 18, Con 16; CMB +13 (+17 bull rush, +15 grapple)
Statistics
Str 22, Dex 13, Con 20, Int 8, Wis 13, Cha 9
Base Atk +9; CMB +15 (+19 bull rush, +17 grapple); CMD 24 (26 vs. bull rush)
Feats: Diehard, Improved Bull Rush, Improved Natural Attack (claws), Iron Will, Power Attack
Skills: Acrobatics +7 (+11 when jumping), Heal +7, Intimidate +12, Perception +14, Stealth +5 (+9 in rocky areas); Racial Modifiers: +4 Acrobatics when jumping, +4 Stealth (+8 in rocky areas)
Languages: Draconic
SQ: fast movement
Combat Gear: potion of barkskin, potion of cure serious wounds
Other Gear: amulet of mighty fists +1, bracers of armor +2, cloak of resistance +1
The warren guard’s devotion to the tribe’s eggs makes it an unwavering defender; even rival leaders or intruders must tread carefully, or face the wrath of these massive, feral guardians.
Troglodyte Tyrant
Troglodyte tyrants are sovereigns of enlightened troglodyte societies found in the deepest subterranean wilderness. They are stronger, more intelligent, and longer-lived than common troglodytes, making them natural leaders. Tyrants command troops with tactical acumen, sacrificing lesser warriors to probe an enemy’s strengths, and wield both divine magic and martial prowess to enforce their rule.
TROGLODYTE TYRANT CR 10
XP 9,600
Enlightened troglodyte cleric 7/fighter 2
CE Medium humanoid (reptilian)
Init +2; Senses darkvision 90 ft.; Perception +13
Aura stench (30 ft., DC 21, 10 rounds)
Defense
AC 24, touch 10, flat-footed 24 (+8 armor, +6 natural)
hp 135 (11 HD; 9d8+2d10+84)
Fort +17, Ref +6, Will +10 (+1 vs. fear)
Defensive Abilities: bravery +1
Offense
Speed 20 ft.
Melee: +1 battleaxe +15/+10 (1d8+6/×3), bite +8 (1d4+2), claw +8 (1d4+2)
or bite +13 (1d4+5), 2 claws +13 (1d4+5)
Ranged: javelin +10/+5 (1d6+5)
Special Attacks: channel negative energy 5/day (DC 15, 4d6), fury of the Abyss +3 (8/day)
Domain Spell-Like Abilities (CL 7th; concentration +12)
8/day: strength surge +3
Cleric Spells Prepared (CL 7th; concentration +12)
- 4th: divine power, mark of the reptile god * (DC 19), unholy blight D (DC 19)
- 3rd: bestow curse (DC 18), prayer, rage D, searing light
- 2nd: amplify stench *, bull’s strength D, cure moderate wounds, hold person (DC 17), spiritual weapon
- 1st: bless, command (DC 16), cure light wounds (3), entropic shield, protection from good D
- 0 (at will): bleed (DC 15), detect magic, guidance, stabilize
*D = domain spell; Domains: Evil (Demon subdomain), Strength
Tactics
Before Combat: Casts amplify stench on self and bull’s strength on a trusted ally; uses wand of bear’s endurance.
During Combat: Encourages allies with rage, casts divine power on self if enemies are distant, then uses mark of the reptile god and bestow curse on powerful opponents before joining melee.
Base Statistics Without Buffs: Aura stench DC 19; hp 113; Fort +15; Con 18
Statistics
Str 20, Dex 15, Con 22, Int 14, Wis 20, Cha 14
Base Atk +8; CMB +13; CMD 25
Feats: Ability Focus (stench), Combat Casting, Lightning Reflexes, Power Attack, Quick Draw, Selective Channeling, Toughness, Weapon Focus (battleaxe)
Skills: Intimidate +13, Knowledge (planes) +11, Knowledge (religion) +13, Perception +13, Sense Motive +16, Spellcraft +11, Stealth +0 (+4 in rocky areas)
Languages: Abyssal, Draconic, Undercommon
Combat Gear: potions of cure moderate wounds (2), wand of bear’s endurance (6 charges)
Other Gear: mwk half-plate, +1 battleaxe, javelins (6), belt of giant strength +2, headband of inspired wisdom +2, gold crown set with jet and bloodstones (500 gp), 44 gp
Enlightened troglodyte tyrants command respect and fear alike, ruling over normal troglodyte tribes with strength, cunning, and merciless efficiency. Warlike veterans, they are as adept at divine magic as they are at battlefield strategy.
Slaugrak
This hulking, fiendish humanoid’s torso bristles with twitching vestigial limbs, milk-white eyes, and drooling half-formed mouths. Its oversized maw is filled with curved, sickle-like teeth. Born of the Abyssal taint within troglodyte bloodlines, slaugraks are ravenous predators, driven solely by hunger for living flesh.
SLAUGRAK CR 6
XP 2,400
CE Large outsider (chaotic, evil, extraplanar, native)
Init +1; Senses darkvision 120 ft., see in darkness; Perception +1
Aura stench (30 ft., DC 17, 10 rounds)
Defense
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +7, Will +5
DR 10/cold iron or good
Immune acid, poison
Resist cold 10, electricity 10, fire 10
Weaknesses sunlight powerlessness
Offense
Speed 30 ft.
Melee: bite +13 (1d10+5/19–20 plus 1d6 acid and corrupting bite), 2 claws +12 (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: corrupting bite, vicious jaws
Spell-Like Abilities (CL 8th; concentration +10)
1/day—deeper darkness, slow (DC 15), unholy blight (DC 16)
Statistics
Str 20, Dex 12, Con 17, Int 5, Wis 13, Cha 14
Base Atk +8; CMB +14; CMD 25
Feats: Diehard, Endurance, Iron Will, Weapon Focus (bite)
Skills: Climb +12, Intimidate +13, Stealth +8 (+12 in rocky areas), Swim +12
Racial Modifiers: +4 Stealth in rocky areas
Languages: Abyssal
Ecology
Environment: any underground
Organization: solitary
Treasure: incidental
Special Abilities
Corrupting Bite (Su): The slaugrak’s saliva is infused with Abyssal corruption. Creatures that take acid damage from the slaugrak’s bite must succeed at a DC 17 Fortitude save or suffer 2 points of Constitution bleed damage as their blood boils and organs liquefy. Creatures without discernible anatomy (blood or organs) are immune. The save DC is Constitution-based.
Vicious Jaws (Ex): Bite attacks threaten a critical hit on a 19–20.
Description & Behavior
The taint of demonkind has long corrupted troglodyte bloodlines. Each generation produces a few mutant creatures, fiendish in appearance and reeking of brimstone. The slaugrak is one such mutant.
From birth, slaugraks are little more than walking collections of fangs and claws. They grow unnaturally fast, reaching full terrifying maturity in just two weeks. They are sterile and solitary, with no special attachment to troglodytes. A captive slaugrak may tolerate a keeper, but any “affection” is purely utilitarian: the keeper is simply eaten last.
A typical slaugrak stands 12–14 feet tall and weighs roughly 6,000 pounds.
Troglodyte Encounters
Troglodytes are intensely tribal and rarely operate alone. A lone troglodyte will alert its tribe if it detects intruders. If it believes it is being followed, it may attempt to lure pursuers into dangerous terrain, even at the risk of its own life, to protect the tribe.
Hunting Party (CR 5)
These small scouting parties venture several days from the lair, exploring the subterranean wilderness and hunting prey.
| Creature | CR | XP | HP |
|---|---|---|---|
| Troglodyte Beast-Speaker | 3 | 800 | 35 |
| Troglodyte Skulker | 2 | 600 | 30 |
| Troglodyte Skulker | 2 | 600 | 30 |
Squad (CR 8)
This represents a larger raiding party or a small clan/family unit. Encountered either alone in the wilderness or in isolated caves within a larger troglodyte lair.
| Creature | CR | XP | HP |
|---|---|---|---|
| Monitor Lizard | 2 | 600 | 22 |
| Monitor Lizard | 2 | 600 | 22 |
| Troglodyte Priest | 3 | 800 | 30 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
Chieftain’s Entourage (CR 10)
Represents a troglodyte chieftain and bodyguards in their audience cave or traveling between settlements.
| Creature | CR | XP | HP |
|---|---|---|---|
| Troglodyte Chieftain | 8 | 4,800 | 100 |
| Troglodyte Priest | 3 | 800 | 30 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
| Troglodyte | 1 | 400 | 13 |
Outriders (CR 11)
These mounted troglodytes patrol the edges of tribal territory or lead charges during attacks. They are the elite cavalry of the tribe, striking swiftly and with devastating force.
| Creature | CR | XP | HP |
|---|---|---|---|
| Giant Monitor Lizard | 3 | 800 | 28 |
| Giant Monitor Lizard | 3 | 800 | 28 |
| Giant Monitor Lizard | 3 | 800 | 28 |
| Giant Monitor Lizard | 3 | 800 | 28 |
| Troglodyte Champion | 7 | 3,200 | 82 |
| Troglodyte Scale-Rider | 6 | 2,400 | 69 |
| Troglodyte Scale-Rider | 6 | 2,400 | 69 |
| Troglodyte Scale-Rider | 6 | 2,400 | 69 |
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