Krogath
Medium Humanoid
Hit Dice: 1d12+2 (7 HP)Initiative: 0
Speed: 15 ft.
AC: 13 (-1 Dex, +4 Natural)
Attacks: Claw (+1 melee), Bite
Damage: Claw (1d6+1), Bite (1d10)
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks:
Special Qualities: Camouflage, Tremorsense, Water Retention
Saves: Fort: +3, Ref: -1, Will: 0
Abilities: Str: 14, Dex: 9, Con: 13, Int: 10, Wis: 12, Cha: 10
Skills: Hide +2, Intimidate +2, Dessert Lore +4, Move Silently +2,
Feats: Blind Fight, Great Fortitude
Organization: Solitary, Pair
Challenge Rating: 2
Treasure: Standard
Alignment: Neutral Evil
Advancement: By Character Class
DESCRIPTION
Standing just at 4 feet tall the krogath is a dessert dwelling humanoid reptile. At first appearance it looks like a cross between an evolved snapping turtle and a box turtle. It has a shell that has evolved to become more armor than a place of refuge. A stubby spiked tail protrudes from the base of it's spine. It's blocky, massive jawed head also has a twin row of spikes running over the crown of the head to the base of the shell. Massive human shaped arms and legs stick out of the shell. At the ends of its hands are large, sharp claws. It's feet have three large pads that supports it and allows it to walk silently across the sand, along with being the source of the krogath's tremorsense. It's skin and shell are mottled with a speckled texture of colors that range from light orange to a dark brown.
Krogath are quite creatures who are more at home in the solitude of the dessert. They don't like anyone intruding on their personal space, but are wise enough not to pick fights that they can't win. Instead of fighting they will often bide their time hoping for an opportunity to even the odds. Often the other reptillian races of Reptilia use the dessert wise krogath as rangers, advanced scouts, and trackers. The krogath are most often used to retrieve escaped slaves, as their tremorsense, tracking abilities, and desert lore prevents most creatures from hidding in any location near a krogath. For one of the other races to use the krogath in such a way they must tricked or forced into the job, because they hold no coin, or wealth to have any value to them. The solitude of the dessert is all of the wealth that they will ever desire.
COMBAT
Though the krogath have nothing against a good fight, they will usually try and avoid it if possible. They are short tempered, but calculating and will usually try and find their enemies weaknesses before initiating combat. If it is an enemy, or group of enemies, that they realize they can't beat, they will be cooperative with them if that is possible, and get away from them as soon as it is feasable.
Should combat arise they will attack with their sharp claws. Another common attack that the krogath use is to grapple the opponent. If the grapple is successful then the krogath will use it's strong bite. It will not try to grapple when faced with multiple opponents.
EXTRAORDINARY
Camouflage (Ex): When in loose sand the krogath can burry itself just below the surface and become all but invisible. When hidding just below the surface of the sand the krogath gets a +4 hide. This bonus stacks with any other hide bonuses.
Tremorsense [Ex]: A krogath can sense any creature in a 30 foot radius by it's movement across the sand through the miniscule vibrations that it causes in the earth. This sense allows the krogath to detect the location of invisible creatures and decreases the miss chance to 25% instead of 50%. It also aids the krogath in locating hidden creatures as the krogath's spot check is increased to +3 for any creatures in this 30 foot area.
Water Retention [Ex]: A krogath's physiology allows it to hold water and use it sparingly. A krogath can go without water for 3 days + 2 hours per point of Constitution. At this point the krogath must make a constitution every other hour (DC 10 +1 for each previous check) or sustain 1d4 points of subdual damage. Everything else is as detailed in the Dungeon Master's Guide: Starvation and Thrist Dangers (page 86).
SOCIETY
The krogath are solitary creatures and don't do well in organized societies. However, once a year the krogath are drawn to a secret location in the desserts of Reptillia where they all meet. It is almost like a large family reunion. They celebrate together, share stories, notify each other of changes in their dessert homes, exchange rumors, and enjoy each other's company for approximately a week. It is almost a carnival-like atmosphere, except there are no brightly colored tents, or any other paraphanalia, just a large gathering of krogath. This time is called Thala-Dur by the krogath and is held in the hottest week of the summer. Any mating that is done is performed during this one-week window. Often a krogath will miss Thala-Dur for a summer or two, but this isn't too common.

