Troglodyte (CR 1)

Medium Humanoid (Reptilian)
Alignment: Usually chaotic evil
Initiative: -1 (Dex); Senses: darkvision 90 ft. and Listen +3


AC: 15 (-1 Dex, +6 natural), touch 9, flat-footed 15
Hit Dice: 2d8+4 (13 hp)
Fort +5, Ref -1, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Club +1 melee or claw -1 melee or javelin +1 ranged
Full Attack: Club +1 melee and claw -1 melee and bite -1 melee; or 2 claws +1 melee and bite -1 melee or javelin +1 ranged
Damage: Club 1d6, bite 1d4, claw 1d4; or javelin 1d6
Special Attacks/Actions: Stench
Abilities: Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Special Qualities:
Feats: Multiattack; Weapon Focus (javelin)
Skills: Hide +5* and Listen +3
Advancement: By character class
Climate/Terrain: Underground
Organization: Clutch (2-5), squad (6-11 plus 1-2 monitor lizards), or band (20-80 plus 20% noncombatants plus 3-13 monitor lizards)
Treasure/Possessions: 50% coins; 50% goods; 50% items

Source: Monster Manual

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 creatures (except troglodytes) within 30 feet of the trog must succeed at a Fortitude save (DC 13) or be overcome with nausea. This lasts for 10 rounds and deals 1d6 points of temporary Strength damage.

Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with surroundings like a chameleon and conferring a +4 racial bonus to Hide checks. In rocky or subterranean settings, this bonus improves to +8.

Half of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins and longspears. They normally conceal themselves, launch a volley of javelins, then close to attack. If the battle goes against them, they retreat and attempt to hide.

Reptilian Subtype

These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.