Troglodyte: Difference between revisions
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::Weapon Proficiencies: Any Sword, Battle-axe, Morningstar, Troglodyte Javelin | ::Weapon Proficiencies: Any Sword, Battle-axe, Morningstar, Troglodyte Javelin | ||
::Nonweapon Proficiencies: Animal Handling, Brewing, Fire-building, Flintworking Leatherworking, Mining, Pottery, Stonemasonry, Animal Lore, Endurance, Hunting, Survival (Subterranean) | ::Nonweapon Proficiencies: Animal Handling, Brewing, Fire-building, Flintworking Leatherworking, Mining, Pottery, Stonemasonry, Animal Lore, Endurance, Hunting, Survival (Subterranean) | ||
==See Also== | |||
*[[Dungeons & Dragons 3rd Edition races]] | |||
[[Category: Dungeons & Dragons]] [[Category: Dungeons & Dragons Races]] [[Category: Monsters]] | [[Category: Dungeons & Dragons]] [[Category: Dungeons & Dragons Races]] [[Category: Monsters]] |
Revision as of 17:56, 22 October 2019
A troglodyte, in the general pop culture understanding of the term, is a nasty, vicious, twisted, stunted little monster, usually dwelling underground.
In Dungeons & Dragons and Pathfinder, the term is used a little... differently. Troglodytes are a subrace of Lizardfolk that dwell in the Underdark, and worship their own Demon Prince, making them usually Chaotic Evil cannibals - much like lizardfolk under the reign of a Lizard King. Really, the only major difference between the races is that troglodytes stink.
No, seriously; troglodytes are infamous for powerful musk glands that give them a distinctly overwhelming and foul odor, so potent that it outright gives them the Stench ability. You can tell TSR was prone to scraping the creativity barrel, huh?
Despite this, troglodytes did get a more nuanced appearance in Dragon Magazine #265, where they were one of the seven "Primitive PCs" for AD&D. Here, they are described as a society that is... well, still brutal, believing in might making right, but smart enough to know that cunning, stealth and knowledge also equate to strength. As such, a troglodyte PC tends to test the other members of its adventuring party in order to keep a constant understanding of who stands where in the hierarchy. This is derived from their alignment - for example, a good troglodyte would not murder its party members, but would instead engage in things like watching the fighter in combat, trying to sneak up on the scout, and questioning tactical orders. They also tend to form quick opinions, which makes them prone to prejudice, and be extremely ambitious.
Traditionally, troglodytes worship Laogzed, a slothful, lazy shitbag of a demon-god. In the Nentir Vale setting, they tend to worship Torog and/or the Primal Spirits of the Underdark instead.
Troglodytes can breed with normal Lizardfolk to produce a hybrid called a Tren.
In Golarion, troglodytes are the fallen remnants of a once powerful and mighty civilized branch of lizardfolk called the Xulgath, who ultimately fell into decline. Confusing matters, whilst some of these "original" Xulgath survive as Troglodyte Paragons, there is also a species of civilized and highly intelligent troglodytes in the deeper regions of the Darklands who possess a powerful knack for psionics and who call themselves "Xulgath", with no clear answer as to whether the original troglodytes were all psionic or not.
AD&D PC Stats
- Ability Score Minimum/Maximum: Strength 1/18(75), Dexterity 3/16, Constitution 3/18, Intelligence 3/15, Wisdom 3/17, Charisma 3/12
- Ability Score Adjustments: -1 Intelligence
- Class & Level Limits: Fighter 9, Thief 8
- Multiclass Options: Fighter/Thief
- Available Kits: Bandit, Bounty Hunter, Brute, Gladiator, Mercenary, Mine Rowdy, Myrmidon, Pit Fighter, Sellsword, Scavenger, Shadow, Tribal Defender, Thug, Wizard Slayer
- Racial Thieving Skill Adjustments: +5% Open Locks, +5% Find/Remove Traps, -5% Move Silently, +10% Hide in Shadows
- Movement Rate: 12
- Size: Medium
- Natural AC: 5
- Natural Attacks: 2 claws (1d2 each) and 1 bite (1d4+1)
- Infravision 90 feet
- +3 to attack rolls made with troglodyte javelins
- By standing still for 1 round, a troglodyte can blend into its background and become effectively invisible.
- When angry or in combat, a troglodyte exudes a noxious pheromone cloud that is sickening in its potent repugnance. Creatures within 10 feet of the troglodyte must make a save vs. poison or lose 1d6 points of Strength, which returns in 10 rounds. Troglodytes can't control the secretion of this odor, nor can they directly control who it affects, which means that in close quarters, a troglodyte can affect its own party members with its stench. Other troglodytes are immune.
- Other creatures do NOT like troglodytes, assuming them to be universally evil and dangerous.
- Weapon Proficiencies: Any Sword, Battle-axe, Morningstar, Troglodyte Javelin
- Nonweapon Proficiencies: Animal Handling, Brewing, Fire-building, Flintworking Leatherworking, Mining, Pottery, Stonemasonry, Animal Lore, Endurance, Hunting, Survival (Subterranean)