Kryx RPGThemes
Troglodyte

Troglodyte

Medium humanoid (troglodyte)
Challenge
¼

STR
2
DEX
0
CON
2
INT
−2
WIS
0
CHA
−2

13
2d8+4
13
Fort
+3
Ref
+2
Will
−1
Defense note natural armor

Speed 5 m.
Skills Athletics +3 (14), Brawn +3 (14), Insight +0 (11), Perception +1 (12), Stealth +1 (12), Wilderness +1 (12)
Senses darkvision 10 m.
Languages Troglodyte

Chameleon Skin. The troglodyte has advantage on Stealth checks made to avoid notice.

Maneuvers. The troglodyte uses maneuvers (maneuver save Difficulty 12). It has 1 stamina die which is a d8 and regains its stamina die when it finishes a short or long rest. It knows the following maneuvers:

1 stamina die: cripple, fountain of blood, grapple, rampage, scurry, spring attack, swipe, tear flesh

Stench. Any creature without this trait that starts its turn within 1 meter of the troglodyte must succeed on a Difficulty 12 Fortitude saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to all stenches by similar creatures for 24 hours.

Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Perception checks that rely on sight.

Actions (3)

Bite (1/turn). Melee Weapon Attack: +3 to hit. Hit: 4 (1d4 + 2) piercing damage.

Claw (2/turn). Melee Weapon Attack: +3 to hit. Hit: 4 (1d4 + 2) slashing damage.

Underdarkmm

Maneuvers

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and make an attack roll against a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Disengage action and the Dash action.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.