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Trogg Ambusher

Medium humanoid (trogg), chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 40 (7d8 + 12)
  • Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 6 (-2)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)


Ambusher. The trogg has advantage on attack rolls against any creature it has surprised.

Brute. A melee weapon deals one extra damage die when the trogg hits with it (included in the attack).

Pack Tactics. The trogg has advantage on attack rolls against a creature if at least one of the trogg's allies is within 5 feet of the creature and the ally isn't incapacitated.

Stench. Any creature other than a trogg that starts its turn within 5 feet of the trogg must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troggs for 1 hour.

Actions

Multiattack. The trogg makes two melee attacks: one with its axe and one with its claw.

Axe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) slashing damage.

Reactions

Parry. The trogg adds 2 to its AC against one melee attack that would hit it, parrying it by using its rocky forearm. To do so, the trogg must see the attacker.