Cleon
Legend
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.
Okay, let's update these stinkers!
I've added the following Stink Attacks to the Actions of the Guard, Warchief and Chieftain and reset their Stench to DC 12 to match the regular troglodytes. That way the "On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour" makes sense, since Stinking is a different attack.
Was thinking about making Stink a bonus action but decided on free action, since stinking up the place is the troglodyte equivalent of shouting.
Alarm Stink. A troglodyte guard can release a powerful stench as a free action. Any creature other than a troglodyte that starts its turn within 20 feet of the guard must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns. On a successful saving throw, the creature is immune to the stink attacks of all troglodytes with the same or fewer Hit Dice than the troglodyte guard.
The alarm stink alerts any nearby troglodytes and can convey one simple word's worth of information (such as "intruders!", "food!" or "DRAGON!!"). In still air other troglodytes can smell it from 80 feet away, but wind currents can increase or decrease this distance.
War Stink. A troglodyte warchief can release a horrendous stench as a free action. Any creature other than a troglodyte that starts its turn within 40 feet of the warchief must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns. On a successful saving throw, the creature is immune to the stink attacks of all troglodytes with the same or fewer Hit Dice than the troglodyte warchief.
The war stink alerts any nearby troglodytes and can convey one or two words worth of information, including names of individual troglodytes or warbands (such as "orc intruders!", "Blackclaws outflank!", "run!" or "set ambush!"). In still air other troglodytes can smell it from 120 feet away, but wind currents can increase or decrease this distance.
Command Stink. A troglodyte chieftain can release an indescribable stench as a free action. Any creature other than a troglodyte that starts its turn within 60 feet of the chieftain must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns. On a successful saving throw, the creature is immune to the stink attacks of all troglodytes with the same or fewer Hit Dice than the troglodyte chieftain.
The command stink alerts any nearby troglodytes and can convey up to five words of information (such as "Blackclaws outflank; Rottentails throw darts!", "Warchief Smoothnose, withdraw to ambush!"). In still air other troglodytes can smell it from 150 feet away, but wind currents can increase or decrease this distance.
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