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Monster Archetypes
Troglodyte Chieftain CR 6
Monster Archetypes
Troglodyte Chieftain CR 6
Can you match the troglodyte barbarian's rage?!
Male Troglodyte Barbarian 6 (CR 6)
Medium Humanoid (Reptilian)Init +0; Senses Darkvision (90 feet); Perception +5
Aura Stench (30 feet, 10 rounds) (DC 17)
DEFENSE
AC 27, touch 12, flat-footed 27 (+9 armor, +6 natural, +2 deflection)hp 86 (6d12+2d8+30)
Fort +13, Ref +2, Will +2
Defensive Abilities Improved Uncanny Dodge (Lv >=10), Trap Sense +2
OFFENSE
Speed 30 ft.Melee +2 Greatclub +11/+6 (1d10+10) and Bite (Troglodyte) +10 (1d4+5) and Claw x2 (Troglodyte) +10 x2 (1d4+5)
STATISTICS
Str 19/21, Dex 10, Con 16, Int 8, Wis 11, Cha 11Base Atk +7; CMB +12; CMD 22
Feats Great Fortitude, Toughness +8, Vital Strike, Weapon Focus: Greatclub
Skills Appraise +0, Climb +0, Diplomacy +2, Escape Artist -5, Fly -5, Intimidate +11, Linguistics +0, Perception +5, Ride -5, Sense Motive +2, Stealth +1, Swim +0; Modifiers +4 Stealth in rocky areas
Languages Common, Draconic
SQ Fast Movement (Ex), Powerful Blow +2 (1/rage) (Ex), Rage (17 rounds/day) (Ex), Strength Surge +6 (1/rage) (Ex), Superstition +3 (Ex)
Combat Gear +2 Greatclub, Dragonhide Plate; Other Gear Belt of Giant Strength, +2, Potion of Cure Serious Wounds, Ring of Protection, +2
SPECIAL ABILITIES
+4 Stealth in rocky areas (Ex) You gain a bonus to Stealth Checks under the listed conditions.Darkvision (90 feet) You can see in the dark (black and white vision only).
Fast Movement (Ex) +10 feet to speed, unless heavily loaded.
Improved Uncanny Dodge (Lv >=10) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 10+.
Powerful Blow +2 (1/rage) (Ex) One attack per rage deals +2 damage.
Rage (17 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stench (30 feet, 10 rounds) (DC 17) A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 st
Strength Surge +6 (1/rage) (Ex) Once per rage, add +6 to a STR check, CMB or CMD.
Superstition +3 (Ex) +3 save vs. magic while raging.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Vital Strike Standard action: x2 weapon damage dice.
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