Warrior of Demogorgon
Medium Humanoid Fort (Reptilian)
Hit Dice: 2d8+8, 6d8+24 (68 hp)
Initiative: +0 (+0 dex)
Speed: 30ft
Armor Class: AC 19 FF 19 Touch 10 (+6 natural)|
Base Attack/Grapple: +7/+9
Full Attack: 2 Claws 1d4+2, Bite
Space/Reach: 5 ft./5 ft.
Abilities: Str 15(+2)Dex 11(+0)Con 18(+4)Int 10(+0)Wis 8(-1)Cha 10(+0)
Fort: +12 Ref: +2 Will: +1
Skills: Climb +4, Handle Animal +2, Hide +10, Intimidate +2, Jump +4, Listen +1, Ride +2, Swim +4
Feats: MultiattackB, Weapon Focus(bite), power attack, cleave
Environment: Underground
Challenge Rating: 6
Treasure: 50% coins; 50% goods; 50% items
Alignment: Chaotic Evil
Stench(Ex): Fortitude save DC 18 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.
Darkvision(Ex) 90ft
Chameleon-like skin(Ex): In rocky or underground settings the troglodytes racial hide bonus increases to +8. This is included in the stat block as troglodytes are usually encountered underground.
Adept of Demogorgon
Troglodyte, Adept 6Medium Humanoid Fort (Reptilian)
Hit Dice: 2d8+6, 6d6+21 (57)
Initiative: -2 (-2 dex)
Speed: 30ft
Armor Class: AC 14 FF 14 Touch 8 (-2 Dex, +6 natural)
Base Attack/Grapple: +4/+5
Full Attack: 2 Claws , Bite
Space/Reach: 5 ft./5 ft.
Abilities: Str 12(+1)Dex 6(-2)Con 17(+3)Int 8(-1)Wis 15(+2)Cha 14(+2)
Fort: +8 Ref: +0 Will: +7
Skills: Concentration +4, Craft(Bowmaking) +0, Handle Animal +3, Heal +3, Hide +7, Knowledge(Dungeoneering) +0, Listen +3, Profession +3, Spellcraft +0, Survival +3
Feats: MultiattackB, Weapon Focus(claw), spell penetration, toughness
Challenge Rating: 6
Treasure: 50% coins; 50% goods; 50% items
Alignment: Chaotic Evil
Stench(Ex): [b]Fortitude save DC 17
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.
Darkvision(Ex): 90ft
Chameleon-like skin(Ex): In rocky or underground settings the troglodytes racial hide bonus increases to +8. This is included in the stat block as troglodytes are usually encountered underground.
Spell List(Ex):
Adept Spell List DC 12+spell level
0 Level
detect magic, ghost sound, read magic, touch of fatigue.
1st Level
obscuring mist, protection from good
2nd Level
invisibility, scorching ray, web
Summon Familiar(Ex): An adept can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time.
