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Troglodyte

Intelligent, reptilian humanoids with agile hands, long legs, short tails, and spiky combs on their heads and arms

reptilian humanoid chaotic subterranean

Old-School Essentials Classic Fantasy

OSE

Armor Class5 [14]
Hit Dice2* (9hp)
Number Appearing1d8 (5d8)
Attacks2 × claw (1d4), 1 × bite (1d4)
THAC018 [+1]
Movement120' (40')
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale9
AlignmentChaotic
XP25
Treasure TypeA
Intelligent, reptilian humanoids with agile hands, long legs, short tails, and spiky combs on their heads and arms.

Special Abilities

Hateful: Attempt to kill any creatures they encounter.
Surprise: On a 1–4, due to the ability to change colour to match their surroundings. Lurk by rock walls and await victims.
Nauseating stench: Oils on the skin have a smell that sickens humans and demihumans: save versus poison or suffer -2 to hit, while in melee with troglodytes.
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License

Other Sources

OSRIC
Armor Class5
Hit Dice2
Number Encountered10d10
Attacks3 or 1
Damage1d3/1d3/1d4+1 or by weapon
Move120-ft
AlignmentChaotic evil
IntelligenceLow
XP2/20+2/hp
SizeMan-sized
FrequencyCommon
Lair15%

Troglodytes are a tribal race of reptilians that make their lairs deep underground. They have infravision (90-ft range). They have an unnatural hatred of humans, and will attack them on sight.

Some troglodytes attack with their claws and teeth, and some use weapons that they have taken in previous battles. They also have a special attack, once in combat they emit a sickening odour against which humans (as well as elves, half-elves, dwarfs, halflings, and gnomes) must save vs poison. If they fail, they lose 1 point of strength per round for 1d6 rounds. This effect lasts for 10 rounds after the last round it was active.

Description: Troglodyte skin is normally a dark green colour. However, they have the ability to alter this colouration depending on the area around them (much like a chameleon). This ability allows them to surprise others on a 1-4. This surprise bonus does not work when they are emitting their odour. They have bony fins along their skulls, and dark reptilian eyes.

Treasure: Individual 2d6 ep; Lair 1d6×1,000 cp (25%), 1d6×1,000 sp (30%), 1d6×1,000 ep (35%), 1d10×1,000 gp (40%), 1d4×100 pp (25%), 4d10 gems (60%), 3d10 jewellery (50%), 3 magic items (30%)

Special Abilities

Infravision: 90-ft range.
Repulsive odour: Once in combat they emit a sickening odour against which humans (as well as elves, half-elves, dwarfs, halflings, and gnomes) must save vs poison. If they fail, they lose 1 point of strength per round for 1d6 rounds. This effect lasts for 10 rounds after the last round it was active.
Chameleon skin: They have the ability to alter their colouration depending on the area around them (much like a chameleon). This ability allows them to surprise others on a 1-4. This surprise bonus does not work when they are emitting their odour.
Hatred of humans: They have an unnatural hatred of humans, and will attack them on sight.

Variants

Raiding party leader (raiding parties (10 or more))
Hit Dice3
War party leader (war parties (20 or more))

War parties will be led by 2 creatures with 4 HD each.

Hit Dice4
Guard (in lair)

In their lair 2d4 guards will be present.

Hit Dice3
Chief (in lair)
Hit Dice6