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Learn more.
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.
Full statistics for troglodytes can be found in their Bestiary entry.
The following new rules include variant troglodytes and troglodyte-created spells.
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 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—its save DC increases by 2, and creatures that fail their saving throws against your stench become nauseated rather than sickened. If your stench ability normally causes a creature to become nauseated (such as with the foul stench ability), the radius of your stench doubles instead. This spell has no effect if you don't 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
If you succeed at a ranged touch attack, you burn your handprint onto the flesh of a creature, dealing 1d6 points of acid damage. The mark can be placed on any exposed portion of the creature, typically the head or forearm. The flesh around the handprint becomes rough and scaly, like the hide of a lizard. It also glows with a green radiance (shedding light as a torch) when brought within 60 feet of you. While the handprint glows, the target takes a −2 penalty to AC against your attacks and on saving throws to resist any spell you cast or spell-like ability you use.
Additionally, each day the target remains cursed, more and more of its flesh becomes covered in reptilian scales. The target must succeed at a Fortitude save each day or take 1d4 points of Charisma damage, 1 point of which is Charisma drain instead. A creature reduced to 0 Charisma by this effect is immediately transformed into a small, harmless cave lizard, as the baleful polymorph spell.
As with the effects of bestow curse, the curse inflicted by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
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 consisting of thousands of animate, flying teeth in a 10-foot-by-10-foot cube. These fangs attack all creatures within the swarm's area. You can summon the swarm so that it shares an area with other creatures, and you can move the swarm up to 40 feet each round as a move action. If you choose not to move the swarm, it automatically moves up to 40 feet to envelop the nearest creature (including you) if it has not already done so.
Creatures caught inside the swarm's area of effect take 2d6 points of damage. The fangs deal damage to all creatures sharing their area when they first appear, and at the end of their movement each round.
Though troglodytes possess only primitive technology, their magical traditions do 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's as serviceable as a metal weapon of the same type would be, and functions as a +1 greataxe . Once per day when the wielder of a cave dweller's greataxe hits a creature, the wielder can speak a command word to force the hit creature to attempt a DC 16 Fortitude save. If the creature fails, it becomes slowed for 1 round. At the end of that round, the creature is no longer slowed, but it must succeed at a second saving throw or it becomes petrified for 1d4 rounds.
Construction Requirements
Cost 4,305 gp
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 around the neck to convert a creature's stench into a breath weapon. It has no benefits for a creature that doesn't have the stench special ability. While a creature wears this amulet, its stench aura is suppressed. Once per hour as a standard action, the creature can spray a brown slime from its mouth in a 30-foot cone. Any creature hit by the slime must succeed at a Fortitude saving throw or become sickened for the same duration. The save DC and duration are the same as those of the wearer's stench aura.
Furthermore, the floor in the cone becomes coated in the slick slime for 1 minute. This has the same effects as coating a solid surface with a grease spell (DC 11), but doesn't require creatures to attempt saving throws if they're in the area when the cone is created—only if they move through the area.
Construction Requirements
Cost 800 gp
Craft Wondrous Item, grease
Using their natural stealth or magical invisibility, these troglodytes sneak up on enemies, then either slip away to report what they've seen to the tribe or attack enemies that look weak.
Troglodyte Skulker CR 2
XP 600
Troglodyte rogue 2
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 (worth 120 gp in total), 16 gp
Far-ranging and mobile, troglodyte skulkers spend most of their time away from the tribe.
Troglodyte Sorcerer CR 4
XP 1,200
Troglodyte sorcerer 4
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
Arcane casters often become scouts, as their divine counterparts monopolize the positions of power within the tribe. Most troglodyte sorcerers have the Abyssal, Deep Earth, Draconic, or Undead bloodline.
Troglodyte divine spellcasters act as spiritual advisors for their tribes. Troglodyte clerics usually worship demon lords, particularly those associated with caverns and reptiles.
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 The beast-speaker casts spider climb on himself and tries to ambush his prey from the ceiling, high wall, or ledge.
Base Statistics Without spider climb, the beast-speaker's statistics are Speed 30 ft.; Skills 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, scroll of dominate animal, scroll of summon nature's ally II ; Other Gear javelins (6), mwk club, headdress (worth 500 gp), 19 gp
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 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
D domain spell; Domains Evil (Demon subdomain), Strength
Tactics
Before Combat The priest casts amplify stench and bull's strength on herself, and magic weapon on her spiked gauntlet.
Base Statistics Without amplify stench, bull's strength, and magic weapon, the priest's statistics are Aura stench (30 ft., DC 12, 10 rounds); Melee mwk obsidian spiked gauntlet +8 (1d4+3), bite +1 (1d4+3), claw +1 (1d4+3), or bite +6 (1d4+3), 2 claws +6 (1d4+3); 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 potions of cure moderate wounds (2), scroll of spiritual weapon, wand of cure light wounds (20 charges), thunderstone; Other Gear mwk hide armor, javelins (6), mwk obsidian spiked gauntlet, wooden holy symbol, 96 gp
These mounted warriors ride reptilian steeds such as giant monitor lizards or giant chameleons into combat.
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 potions of cure moderate wounds (2), potion of protection from arrows, tanglefoot bags (2); Other Gear javelins (15), mwk club, bracers of armor +1, 85 gp
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, javelins (7), mwk lance, belt of giant strength +2, cloak of resistance +1, 33 gp
One chieftain usually leads each troglodyte tribe, ruling over the lesser members of the tribe with a strong and vengeful hand.
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. abilities of 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 but not plant form)
Druid Spells Prepared (CL 6th; concentration +9)
3rd—firebal l 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 The chieftain casts bull's strength and greater magic fang on both himself and one ally, then casts barkskin on himself.
During Combat While his enemies are still at range, the chieftain casts swarm of fangs, stone call, and other attack spells. When cornered in melee, he rages and attacks with his greataxe.
Base Statistics When he's not raging, and without barkskin, bull's strength, and greater magic fang, the chieftain's statistics are 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 potions of cure moderate wounds (2), scroll of meld with stone ; Other Gear mwk chain shirt, +1 greataxe, javelins (5), belt of incredible dexterity +2, bag of gemstones (worth 200 gp in total), 50 gp
Most ferocious troglodyte chieftains earn their positions by killing and eating their predecessors. Almost all chieftains practice some form of divine magic, and they must be strong—and cruel—to reign over their fractious, savage tribes. Troglodyte chieftains often wear fine metal items claimed from other creatures that they or their subjects have killed.
The largest and most aggressive troglodytes are chosen to supervise the tribes' egg clutches and keep them safe from intruders.
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 The warren guard drinks her potion of barkskin if she believes danger is coming.
During Combat With a single-minded devotion to protecting the tribe's eggs, the warren guard rages and starts attacking with her natural attacks. She uses intimidating glare, following it up with terrifying howl once one or two enemies are shaken. If enemies approach the eggs, she uses knockback to drive them away or grapples them to get them under control.
Base Statistics Without barkskin and when she's not raging, the barbarian's statistics are 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
Troglodyte tribes trust only their most powerful members to look after the tribe's future members. Warren guards care for all of the tribe's eggs except those that are badly flawed; the warren guards consume eggs that will not hatch or that will likely result in a weak or sickly hatchling to ensure the future strength of the tribe. Despite warren guards' usual impartiality, religious leaders in the tribe are sometimes able to arrange for preferential treatment for eggs they laid or fertilized. This stops, however, at getting a warmer position for their eggs. A leader who tries to destroy a rival's eggs by pressuring or bribing a warren guard almost invariably draws that guard's wrath. These hulking, savage troglodytes fight with only tooth and claw. They're devoted to guarding the egg clutches, and leave their warrens only if all of the eggs have been destroyed. When set loose from this obligation, warren guards are feral, uncontrolled, and extremely dangerous.
Troglodyte tyrants are sovereigns of advanced troglodyte societies found in the lowest depths of the world's subterranean wilderness.
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 The tyrant casts amplify stench on herself and bull's strength on a trusted ally. She then uses her wand of bear's endurance .
During Combat When combat begins, the tyrant casts rage on her allies—though she doesn't concentrate on it. She then casts divine power on herself if the enemies haven't reached her yet. She casts mark of the reptile god and bestow curse on strong enemies, then fights in melee.
Base Statistics Without amplify stench and bear's endurance, the tyrant's statistics are Aura stench (30 ft., DC 19, 10 rounds); 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 (worth 500 gp), 44 gp
Troglodyte tyrants come from the enlightened troglodytes who live far deeper underground than common troglodytes. Stronger, more intelligent, and longer-lived than their degenerate kin, they find it easy to assert dominance over tribes of normal troglodytes. Warlike in the extreme, tyrants are seasoned veterans of numerous military campaigns and they are expert tacticians, willing to sacrifice large numbers of troglodyte warriors to probe an enemy's strengths and weaknesses.
This hulking reptilian humanoid's torso bristles with twitching vestigial limbs, milk-white eyes, and drooling half-formed mouths. The creature's oversized maw is filled with curved teeth reminiscent of sickle blades.
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 10 ft.; Reach 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) A slaugrak's caustic saliva is infused with the corrupting power of the Abyss. Any living creature that takes acid damage from a slaugrak's bite must succeed at a DC 17 Fortitude save or take 2 points of Constitution bleed damage as its blood boils and its internal organs liquefy. Creatures without a discernible anatomy (blood and internal organs) are immune to the Constitution bleed. The save DC is Constitution-based.
Vicious Jaws (Ex) A slaugrak's bite attack threatens a critical hit on a roll of 19–20.
The taint of demonkind has long corrupted the troglodyte bloodline. Each generation a few mutant creatures marked with the taint of the Abyss are born, and fiendish deformities and stillbirths reeking of brimstone are all too common. The rapacious slaugrak is one of these fiendish mutants.
A slaugrak is born with an unnatural and incessant hunger for living flesh. Young slaugraks grow at an unnatural rate, reaching full and awful maturity in just 2 weeks. From birth, a slaugrak is little more than a walking collection of fangs and claws with no thought other than to slay and eat.
Slaugraks are sterile and solitary, holding no special love for troglodytes. A well-fed captive slaugrak might form an affectionate bond with its troglodyte keeper, but this affection merely makes the slaugrak more likely to eat its keeper last.
A typical slaugrak stands 12 to 14 feet tall and weighs 6,000 pounds.
Part of an intensely tribal structure, troglodytes rarely fight alone. If a single troglodyte sees enemies coming, it alerts its tribe. However, if it believes it's being followed, it attempts to lead pursuers into dangerous areas away from the tribe, even if doing so might prove fatal to the troglodyte itself.
This type of small hunting party scouts the subterranean wilderness, typically venturing several days' travel from the troglodyte lair.
Troglodyte Beast-Speaker CR 3
XP 800
hp 35
Troglodyte Skulkers (2) CR 2
XP 600 each
hp 30 each
This group of troglodytes represents a larger raiding party or a typical small clan or individual family unit, encountered on its own in the wilderness or in an isolated cave within a larger troglodyte lair.
Monitor Lizards (2) CR 2
XP 600 each
hp 22 each
Troglodyte Priest CR 3
XP 800
hp 30
Troglodytes (7) CR 1
XP 400 each
hp 13 each
This encounter can represent the occupants of a troglodyte chieftain's audience cave or a chieftain and his bodyguards found traveling between troglodyte settlements in the subterranean wilds.
Troglodyte Chieftain CR 8
XP 4,800
hp 100
Troglodyte Priest CR 3
XP 800
hp 30
Troglodytes (10) CR 1
XP 400 each
hp 13 each
Found patrolling the fringes of troglodyte territory or leading the charge of a troglodyte attack, these outriders represent the devastating heavy cavalry of a troglodyte tribe.
Giant Monitor Lizards (4) CR 3
XP 800 each
hp 28 each
Troglodyte Champion CR 7
XP 3,200
hp 82
Troglodyte Scale-Riders (3) CR 6
XP 2,400 each
hp 69 each