Troglizard (CR 2)
AC: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Hit Dice: 3d8+12 (25 hp)
Fort +5, Ref +4, Will +3
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: Claw +5 melee or club +5 melee or javelin +4 ranged
Full Attack: 2 claws +5 melee and bite +3 melee or club +5 melee and bite +3 melee, or javelin +4 ranged
Damage: Bite 1d4+1, claw 1d4+2, club 1d6+3, javelin 1d6+2
Special Attacks/Actions: Stench
Abilities: Str 14, Dex 12, Con 18, Int 10, Wis 10, Cha 10
Feats: Multiattack; Power Attack
Skills: Balance +4, Climb +5, Hide +8, and Swim +5
Advancement: By character class
Climate/Terrain: Temperate or warm marsh, underground
Organization: Pair, gang (3-4), Band (6-10 plus 50% noncombatants) or tribe (20-80 plus 50% noncombatants)
Treasure/Possessions: 50% coins, 50% goods, 50% items
Stench: Like their troglodyte forebears, troglizards excrete an oily, noxious liquid when excited or agitated. This musklike scent is repellent to all creatures others than troglizards. All other living beings within 30 feet must make a DC 15 Fort save or be sickened for 10 rounds. Creatures that successfully save are not affected by the same troglizard's stench for 24 hours. A delay poison or neutralize poison spell removes the sickened effect. Those creatures that are immune to poison are unaffected, and those resistant to poison enjoy their normal bonuses on the saving throw against the stench. The save DC is Constitution- based.
Skills: Troglizards have a +4 racial bonus on Hide checks due to the troglizard's ability to alter its coloration somewhat. This ability functions like that of a chameleon although not to the same extent.
While troglizards are not the brightest opponents adventurers are likely to face, they do combine the most useful assets of their parent races, plus a sound grasp of tactics and military planning. Their lairs are commonly surrounded by pit and water traps, and camouflaged lookouts monitor all approaches.
When entering a new region, troglizards often raid the settlements of other sentient races in the area. They do so for two reasons: (1) to drive the others off and thus have the area's resource to themselves, and (2) to gain a new slave-labor force, since transporting slaves from one locale to another, possibly distant one is viewed as not worth the effort by the reptiles. Troglizards usually launch raids at night, using their darkvision and ability to alter their coloration to their advantage.
Troglizards are also happy to work as mercenaries for any suitably impressive (and too powerful to easily kill or enslave) evil force or individual.
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.