Wow. I have come upon an amazingly large amount of material over the last few days. This is one facet of it.
Between publications (Wizards, Third-Party, Magazines) of both old and current editions, as well as various online venues (here, D&D Forums, D&D Wiki, a personal webpage on the topic, etc.) I have a lot to sift through in order to make up a viable and handy list for my unique ecology in a re-vamp of one of my older settings in a new cosmology.
My primary comments are posted HERE on D&D Forums (Gleemax). Please reply at that forum if possible, or else please email me personally at both xidoraven@yahoo.com and xidoraven@gmail.com. I will no longer thread-spam after that, except to provide additional creature stats I have gathered for this thread.
My final product will be completely v3.5-stable, and used only in my own personal games, which I am hoping to begin running one very soon in this prehistoric-style setting (The "Beastlands" of Nym). Also to come are dino- and dire/prehist-themed guardinal races and semi-divine Companions (as the 'Talisid and the Five Companions' of Book of Exalted Deeds).
My apologies. That is a great idea, one which I seem to have forgotten amid all the timeouts and server crashes.
Here's the trog's stench...
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Does that work again here with simple name and DC replacement?