Troglodyte Squad Leader
Troglodyte Fighter 3
CE Medium Humanoid (Reptilian)
Init +1;
Senses Darkvision 60 ft.; Listen +5, Listen +5
Languages Draconic
AC 19 (+8 armor, +1 Dex), touch 11, flat-footed 18
hp 49 (5 HD)
Fort +9,
Ref +2,
Will +1
Speed 20 ft.
Melee Mwk halberd +9 (1d10+4) and bite +7 (1d4+1) and armor spikes +2 (1d6+1)
Ranged Mwk javelin +6 (1d6+3)
Base Atk +4;
Grp +7
Atk Options Power Attack, Improved Sunder, Stench
Combat gear Potion of Bull's Strength, Potion of Cure Light Wounds (3), Oil of Magic Weapon, Potion of Shield of Faith
Abilities Str 16, Dex 12, Con 16, Int 6, Wis 10, Cha 13
Feats Improved Sunder, Improved Toughness, Multiattack, Power Attack, Weapon Focus (Halberd)
Skills Intimidate +4, Listen +5
Possessions combat gear plus Combat Gear + Mwk full plate armor w/ armor spikes, mwk halberd, mwk javelin (2), 100 gp worth of gems
Stench (Ex)When the troglodyte squad leader 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.