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by Frank the DM

The WotC site where these critters debuted

I am pleased to inform you, the Glantrian expansion council, that further training of the Praetorian troglodyte - lizard folk amalgamation is possible. Selective breeding supplemented with sufficient force has proven effective to keep the creatures in check. Their minds, while resistant on charms that affect normal humanoids can still be enspelled with sufficient potency, of which, in our great kingdom of magic, there is no short supply.

One recent development is that these creatures have been coaxed to use armour. As some of you may know, most of the scaled bipeds are not well disposed to wearing armour due to skin conditions they suffer from such accoutrements. However after a brief field study I found that crocodile leathers can be safely worn by this breed and that they can manufacture this armour given the need and materials. I submit to you Glantri city canal guard report #126 form the Month of Dragon's Fire of last year. I won't bore you with too many unfortunate details, but several of our canal cleansing scorpion-crocodile hybrids where found skinned among the lair of the escaped band of these creatures who were wearing the hides. Their penchant for slave taking was evidenced by the unfortunate apprentice found who had been worked to death by the rogue band.

The Troglizards should be used to take the Malpheggi swamp of Darokin and the marshlands of Karameikos at the soonest opportune time. Once they replace the indigenous lizard folk tribes, their accelerated metabolisms and increased aggression will ensure the Troglizards become a major military threat that will deplete the forces of those countries, easing our expansion goals.

I feel that it would be appropriate to allocate funds for the master warsmiths to fashion armour and weapons for the Units kept for our own shock troops. Should mundane crocodile supply be inefficient for this process, then I propose using our remaining stock of scorpadiles as raw materials.

Troglizard - Warrior 2
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 3d8+2d8 +20 [42 hp]
Initiative: +2
Speed: 30 ft. (6 squares)
Armour Class: 1 handed weapon
22 (+2 Dex, +6 natural, +3 studded crocodile leather, +2 large turtle shell shield), touch 12, flat-footed 20
2 handed weapon
20 (+2 Dex, +6 natural, +3 studded crocodile leather, touch 12, flat-footed 20
Base Attack/Grapple: +5/+8
Attack: Claw +8 melee (1d4+3) or +8 melee (weapon damage ) or javelin +6 ranged (1d6+3)
Full Attack: 2 claws +8 melee (1d4+3) and bite +6 melee (1d4+1) or +8 melee (weapon damage) and bite +6 melee (1d4+1), or javelin +6 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stench dc15
Special Qualities: Darkvision 60 ft.
Saves: Fort +8, Ref +5, Will +2
Abilities [non elite NPC] Str 17, Dex 14, Con 19, Int 10, Wis 9, Cha 8
Skills: Balance +5, Climb +8, Hide +9, Swim +8 [pre armour penalty]
Feats: Multiattack, Power Attack
Environment: Temperate or warm marsh, underground
Organisation: Solo, Commando unit; 2 to 5, sergeants; [1 per 10 combatant troglizards]
Challenge Rating: 3 or 4
Treasure: 50% coins, 50% goods, 50% items

Stench: Like their troglodyte forebears, troglizards excrete an oily, noxious liquid when excited or agitated. This musk like scent is repellent to all creatures others than troglizards. All other living beings within 30 feet must make a DC 15 Fort save or be sickened for 10 rounds. Creatures that successfully save are not affected by the same troglizard's stench for 24 hours. A delay poison or neutralise poison spell removes the sickened effect. Those creatures that are immune to poison are unaffected, and those resistant to poison enjoy their normal bonuses on the saving throw against the stench. The save DC is Constitution-based.
Skills: Troglizards have a +4 racial bonus on Hide checks due to the troglizard's ability to alter its coloration somewhat. This ability functions like that of a chameleon although not to the same extent.