Troggles look like grapefruit-sized burrs floating silently in the water. They are usually deployed en masse by evil aquatic creatures– particularly those with ties to the far realms– to guard specific sites.
The troggles are given a specific list of criteria to identify enemies; for example, any non-sahuagin humanoid. Despite their lack of intelligence, they are capable of fairly sophisticated identification.
|HP 1; a missed attack never damages a minion.|
|AC 25; Fortitude 21, Reflex 24, Will 22|
|Speed swim 8|
|M Hooked Nettles (Standard; at-will)|
|+14 vs. Reflex; target is grabbed. While grabbed, the creature can still move, but is slowed, and the troggle moves along with it even through forced movement.|
|M Inject Poison (Minor; at-will 1/round) ♦ poison|
|Grabbed creatures only; +14 vs. Fortitude; 6 poison damage|
|c Burst (Immediate Reaction, when reduced to 0 hit points; encounter)|
|Close burst 2; +16 vs. AC; 6 damage. Other troggles are immune to this.|
|Skills Stealth +18|
When a troggle identifies an enemy, it rushes towards it, trying to entangle and begin poisoning it. They have no sense of self-preservation, or even of self for that matter.
A character knows the following information with a successful Dungeoneering check.
DC 20: Troggles are barely-sentient abberant magical beasts deployed to protect underwater sites. They are little more than living weapons.
DC 25: The hooks covering a troggle easily become entangled with potential enemies, allowing them to latch onto them and begin poisoning them. If a troggle is destroyed, it explodes in a shower of spikes.
DC 30: Troggles are given specific criteria to identify friends and foes. It is possible that, if one could learn these criteria, one could fool them.