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<blockquote data-quote="Cleon" data-source="post: 8493908" data-attributes="member: 57383"><p><strong><span style="font-size: 26px">Troglodyte Guard</span></strong></p><p><em>Medium humanoid (troglodyte), chaotic evil</em></p><p><strong>Armor Class</strong> 12 (natural armor)</p><p><strong>Hit Points</strong> 26 (4d8 + 8)</p><p><strong>Speed</strong> 30 ft.</p><p></p><table style='width: 100%'><tr><th><p style="text-align: center">STR</p> </th><th><p style="text-align: center">DEX</p> </th><th><p style="text-align: center">CON</p> </th><th><p style="text-align: center">INT</p> </th><th><p style="text-align: center">WIS</p> </th><th><p style="text-align: center">CHA</p> </th></tr><tr><td><p style="text-align: center">16 (+3)</p> </td><td><p style="text-align: center">12 (+1)</p> </td><td><p style="text-align: center">14 (+2)</p> </td><td><p style="text-align: center">6 (−2)</p> </td><td><p style="text-align: center">12 (+1)</p> </td><td><p style="text-align: center">8 (−1)</p> </td></tr></table><p></p><p><strong>Skills</strong> Perception +3, Stealth +3</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 13</p><p><strong>Languages</strong> Troglodyte</p><p><strong>Challenge</strong> 1 (200 XP) <strong>Proficiency Bonus</strong> +2</p><p></p><p><strong><em>Chameleon Skin.</em></strong> The troglodyte has advantage on Dexterity (Stealth) checks made to hide.</p><p></p><p><strong><em>Stench.</em></strong> 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.</p><p></p><p><strong><em>Sunlight Sensitivity.</em></strong> While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</p><p></p><p><span style="font-size: 22px">Actions</span></p><p></p><p><strong><em>Multiattack.</em></strong> The troglodyte makes three attacks: one with its bite and two with its claws.</p><p></p><p><em><strong>Bite.</strong> Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d4 + 3) piercing damage.</p><p></p><p><em><strong>Claw.</strong> Melee Weapon Attack:</em> +5 to hit, reach 5 ft., one target. <em>Hit:</em> 5 (1d4 + 3) slashing damage.</p><p></p><p><em><strong>Cave Dart.</strong> Ranged Weapon Attack:</em> +5 to hit, range 30/120 ft., one target. <em>Hit:</em> 10 (1d10 + 5) piercing damage.</p><p></p><p><strong><em>Alarm Stink.</em></strong> 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 gains temporary immunity to the stink attacks of all troglodytes with the same or fewer Hit Dice than the troglodyte guard. This immunity lasts until 1 hour after the encounter ends.</p><p></p><p>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.</p><p></p><p></p><p><span style="font-size: 22px"><strong>Description</strong></span></p><p>Troglodyte guards are elite warriors who lead small bands of normal troglodytes or act as bodyguards to the tribe's leaders.</p><p></p><p>They are easily identified by the weapon they carry; the troglodyte cave dart. Made from wood, bone and stone these missile weapons are heavy and fragile, more akin to a harpoon or massive javelin than a dart. Like arrows, they usually break once they make a ranged attack and must be repaired or replaced once used. A guard typically carries 1d4 + 2 cave darts in a crude quiver or bandolier.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8493908, member: 57383"] [B][SIZE=7]Troglodyte Guard[/SIZE][/B] [I]Medium humanoid (troglodyte), chaotic evil[/I] [B]Armor Class[/B] 12 (natural armor) [B]Hit Points[/B] 26 (4d8 + 8) [B]Speed[/B] 30 ft. [TABLE] [TR] [TH][CENTER]STR[/CENTER][/TH] [TH][CENTER]DEX[/CENTER][/TH] [TH][CENTER]CON[/CENTER][/TH] [TH][CENTER]INT[/CENTER][/TH] [TH][CENTER]WIS[/CENTER][/TH] [TH][CENTER]CHA[/CENTER][/TH] [/TR] [TR] [TD][CENTER]16 (+3)[/CENTER][/TD] [TD][CENTER]12 (+1)[/CENTER][/TD] [TD][CENTER]14 (+2)[/CENTER][/TD] [TD][CENTER]6 (−2)[/CENTER][/TD] [TD][CENTER]12 (+1)[/CENTER][/TD] [TD][CENTER]8 (−1)[/CENTER][/TD] [/TR] [/TABLE] [B]Skills[/B] Perception +3, Stealth +3 [B]Senses[/B] darkvision 60 ft., passive Perception 13 [B]Languages[/B] Troglodyte [B]Challenge[/B] 1 (200 XP) [B]Proficiency Bonus[/B] +2 [B][I]Chameleon Skin.[/I][/B] The troglodyte has advantage on Dexterity (Stealth) checks made to hide. [B][I]Stench.[/I][/B] 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. [B][I]Sunlight Sensitivity.[/I][/B] While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. [SIZE=6]Actions[/SIZE] [B][I]Multiattack.[/I][/B] The troglodyte makes three attacks: one with its bite and two with its claws. [I][B]Bite.[/B] Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 5 (1d4 + 3) piercing damage. [I][B]Claw.[/B] Melee Weapon Attack:[/I] +5 to hit, reach 5 ft., one target. [I]Hit:[/I] 5 (1d4 + 3) slashing damage. [I][B]Cave Dart.[/B] Ranged Weapon Attack:[/I] +5 to hit, range 30/120 ft., one target. [I]Hit:[/I] 10 (1d10 + 5) piercing damage. [B][I]Alarm Stink.[/I][/B] 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 gains temporary immunity to the stink attacks of all troglodytes with the same or fewer Hit Dice than the troglodyte guard. This immunity lasts until 1 hour after the encounter ends. 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. [SIZE=6][B]Description[/B][/SIZE] Troglodyte guards are elite warriors who lead small bands of normal troglodytes or act as bodyguards to the tribe's leaders. They are easily identified by the weapon they carry; the troglodyte cave dart. Made from wood, bone and stone these missile weapons are heavy and fragile, more akin to a harpoon or massive javelin than a dart. Like arrows, they usually break once they make a ranged attack and must be repaired or replaced once used. A guard typically carries 1d4 + 2 cave darts in a crude quiver or bandolier. [/QUOTE]
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