Troglodytes are the stinky lizardfolk. (That’s the short version, at
least.) They were noted in 1e and
2e AD&D for having a particularly lazy deity, which was good and bad for
his shamans (good: he didn’t demand the harsh rites many other humanoid deities
did; bad: if he did notice you, he or one of his minions would probably eat
you). They made it to the PC level
in the (amazing) 3.5 Forgotten Realms sourcebook Serpent Kingdoms. In
Pathfinder, they are subterranean degenerates with a strong religious
bent. The lucky ones still live in
the shadows of their ancient empires; the unlucky ones are slaves of drow and
worse.
So for the most part, troglodytes are going to be
spear-carriers (well, javelin-carriers) and cannon fodder in your campaigns. But they still have things going for
them, namely:
That stench: Trogs
are low-CR monsters for low-CR parties.
At 1st level, the sickened condition (“–2 penalty on all attack rolls,
weapon damage rolls, saving throws, skill checks, and ability checks”) really matters. Play up the choking, gagging, retching
experience of fighting these reptilians...especially when it makes a PC just
miss his or her roll.
Rocky terrain:
Trogs are stealthier in rocky areas, so encounters should feature lots of
ambushes. Granted, their stench
diminishes the surprise factor up close, but with 90 ft. darkvision they’re
happy to stay at javelin range.
(Plus, trogs aren’t intellectuals but they’re not stupid either….I can
easily imagine them hiding under ratty gray blankets to conceal their forms and
their odor, then bursting out of hiding to attack, reeking of death.
Planning and tactics:
Once PCs have encountered the above, they should be encouraged to come up with
ways to counter those advantages.
If the party starts working overtime to attack trogs only at missile
range or stock up on alchemical cures or use the trogs’ stench to track them
(or mask their own presences) they should be rewarded.
Religion: Heavily
religious natures plus isolation/fall to savagery means heterodoxy and fractiousness. Every troglodyte tribe might have a
different deity, demon lord, animist totem, etc. Which means lots of excuses for you to customize spell
lists, cult powers, religious iconography, and so forth. (Not to mention really creepy/savage
animal companions for the druids.)
Lost empires:
Discovering that an ancient city used to be a troglodyte city is a great
low-level mystery, which could lead—“But if that’s true…what happened to them?”—to great mid-level
mysteries.
Reversed expectations:
Have you stuck to a pattern of dumb trogs? Then throw some smart trogs at the PCs. That ought to first terrify and then
intrigue them.
Or you can do none of the above. Sometimes, you just need someone to carry a spear. Or at least farm House D’Cherith’s mushroom
plantation.
A well in the caverns
below Choirstone is known to lead to a faerie grotto with magical
properties. But fresh water in the
Land Below is rare, and bone-armored troglodytes have claimed the well.
A city-state of
nagaji features altar-topped ziggurats, lizard-headed statues, and canals
that dive deep into the earth. But
the nagaji didn’t found this city, as they suppose—their troglodyte slaves
did. A charismatic troglodyte
shaman begins to rouse his kinsman to take back what is rightfully theirs. The nagaji, caught unprepared, ask
outside adventurers for help clearing the shaman out of the stinking sewers
where he resides.
Surrounded as they
are by dangerous neighbors, subterranean magicks, and the reminders of
their own fallen grandeur, troglodytes cling to whatever numinous scraps of the
divine they can access. Magred is
an exiled dwarven deity who answers the prayers of subterranean outcasts, the
cursed, and cave lizard riders; his patronage of less violent troglodyte tribes
has kept his divine spark flickering.
The Severed Tail tribe worships the demon patron of their drow masters,
sewing on the remnants of their shed skin to their shoulders in honor of his
flaying knives. Cultists of the
Great Old One Bokrug spend much of their time in mushroom-induced hallucinogenic
hazes, dreaming of storms over a lake of some other reality entirely.
—Pathfinder Bestiary
267
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