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.