Monday, August 12, 2024

A (Very) Partial Pictorial History of Troglodytes

Since last week we looked at lizard men, I thought it would make sense to examine troglodytes next, since they're both humanoid reptilian monsters. There are, of course, lots of differences between them, starting with their alignment – troglodytes are Chaotic Evil, while lizard men are Neutral – I can nevertheless easily imagine someone confusing the two. With that in mind, how did TSR era Dungeons & Dragons visually distinguish between them?

The earliest illustrations I can find of troglodytes come from the AD&D Monster Manual (1977), both by Dave Sutherland. Sutherland gives trogs a much shorter snout and a large crest on their heads. These are both features that can be found in most of the depictions that follow.

The second illustration from the Monster Manual gives us a better look at these monsters' legs, as well as their scaly skin. Both pieces of art hide the troglodyte's tail in shadow, but it is there, if you look carefully.
Sutherland provides two additional depictions of trogs on the front and back covers of the original 1978 release of the module Descent into the Depths of the Earth. Here's the front cover, which shows them as looking little different from those in the Monster Manual.
The back cover of the module is interesting, because it depicts not only a troglodyte, but also an exceptionally long-nosed troll and a bugbear.
A troglodyte next appears in the Tom Moldvay D&D Basic rulebook (1981), as drawn by Bill Willingham. Willingham's take on the monster is clearly inspired by Sutherland's, but with a few new elements. First, ridges or frills like the head crest also appear on both arms. Also, the monster's face looks a bit more fishy or amphibian, with large, blank eyes and a mouth that reminds me of a catfish's. 
In 1982, as part of the AD&D Monster Cards, we get Jeff Dee's nifty take on troglodytes. Once again, it's broadly consonant with Sutherland's original, but Dee's version has a slightly more dinosaur-like appearance. Coupled with the stone axe it's holding, Dee gives the trogs a kind of Lost World flavor that I really like.
The same year, we get Jeff Easley's version in the AD&D module The Lost Caverns of Tsojcanth. Though recognizable because of their head crests, these troglodytes look a bit fishy in appearance. Take note of their eyes and mouths, not to mention their scales, which strike me as more piscine than reptilian in appearance. 
1982 seems to have been a big year for troglodyte illustrations, because we get one by Jim Holloway in Against the Cult of the Reptile God. Though we don't get to see the entirety of the monster, what we do see suggests that it's closer to Sutherland than any of the other artists we've examined. It's also a return to a more clearly reptilian depiction, as you can see from its mouth and eyes.

In 1985, Citadel Miniatures released a troglodyte miniature that's also very reptilian in appearance. If you look carefully, you can see not only its crocodile-like scales but also its cranial ridges (which are smaller).

Two years later, in 1987, Ral Partha gained the AD&D miniatures license and released its own version of the troglodyte. Here's a trio of them, which, to my eyes anyway, don't look all that different than traditional depictions of lizard men. They do have the cranial ridges at least, though, like Citadel before them, they're much smaller than in previous depictions of them.
AD&D Second Edition's Monstrous Compendium (1989) saved the troglodyte for its second release (MC2), which suggests that TSR didn't see troglodytes as being as important as lizard men, who appeared earlier. True or not, we get this absolutely atrocious illustration of them (by Daniel Horne) that looks like an anthropomorphic horny toad with some serious dental problems. Yikes!
Then, in 1993, Tony DiTerlizzi provides this illustration for the Monstrous Manual. It's something of a break with previous versions. DiTerlizzi opts for a newt-like, amphibian appearance rather than a reptilian one.
Reviewing this sampling of troglodyte artwork from the TSR era of Dungeons & Dragons, I'm struck by two things. First, there is some degree of consistency in the depiction of these monsters, with most artists looking to Dave Sutherland's Monster Manual art as a foundation. Second, each post-Sutherland illustrator (with the possible exception of Holloway) put his own spin on the troglodytes by giving them some fish-like or amphibian characteristics. I can certainly understand why they might do this, since it's a good way to distinguish trogs from lizard men (and other reptile men) visually. At the same time, I think this variability contributes to rather than diminishes the conflation of troglodytes and lizard men, which likely explains why my vision of troglodytes is very close to that of Sutherland.

How about you? How do you view troglodytes?

12 comments:

  1. For me, the visual features that divide troglodyte from lizardman are the head frills and the digitigrade legs, the latter of which appears only infrequently in lizard man art even today. Of course the real clue isn't visual at all, it's olfactory. The legendary troglodyte stink is more of a giveaway than anything, especially in dark caverns where you might very well smell them long before you see them. Just because you aren't close enough to be vomiting your guts out from the smell doesn't mean you won't catch a whiff betraying that they're nearby. That said, when hunting they must be very aware of wind direction (which is often pretty monodirectional in cave systems) and work hard to approach from downwind where prey won't be alerted too soon.

    Good reminder to use more than just sight and sound when describing the scene as a GM. Odors make for very strong memory associations.

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  2. ince you showcased the awful Ral Partha troglodytes - which get both the crests and legs wrong and are just lizardmen variants, a rare total failure by Bob Olley - it's worth mentioning that Splintered Light minis brought us a much, much more faithful set of Sutherland-inspired troglodytes, albeit in 15mm scale. With twelve unique sculpts, nicely varied weapons and a few "character" figs for champions and shaman they really put RP's efforts to shame:

    https://s.turbifycdn.com/aah/yhst-133546587642587/troglodyte-warband-27.gif

    Somewaht confusingly, they also make a "trog hunting band" that are really just burly lizardmen with a yuan-ti like leader and a reptilian "hunting dog", not actual troglodytes. The sculpting by Ben Siens is technically superior, but there's less sculpt variety and they really should have been called something else.

    https://s.turbifycdn.com/aah/yhst-133546587642587/trog-hunting-band-20.gif

    The best 25-28mm scale troglodyte sculpts are predictably from Otherworld Miniatures in the UK, with eight poses including a shaman and chief, all derived from the MM1 look. They aren't cheap though, and availability is spotty - every one shows out of stock at the moment:

    https://otherworldminiatures.co.uk/shop/product-category/dungeon-monsters-2/

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    1. To be fair to Bob Olley, I think his sculpt follows the 2nd edition illustration James has included quite closely, as did most ral partha d&d minis of the time. The fault is with the artist, not the sculptor. Sadly Richard from Otherworld has retired, which is why everything is out of stock on the website. He says he has sold on many of the lines and will post details on the Otherworld site in due course, so with luck the Trogs will be back in production in the near future.

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  3. Can anyone explain why you would use both Lizard Men and Troglodytes as is in the same campaign? Personally if I wanted to use the mechanics on the Troglodytes I'd reskin them to something more distinct.

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    1. Lizardmen are Neutral and live in swamps.

      Troglodytes are Chaotic Evil, live in caves, and smell so bad that you have to save vs vomiting when you meet them.

      They may look similar, but that's really all they have in common. They are far less redundant than the goblin/orc/bugbear/hobgoblin crew.

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    2. Given that they're statistically almost identical outside of the trogs' chameleonic skin (which some editions lack IIRC) and stench they might as well be the same creature. D&D has way too many sapient species to start with, and they're much too tied to wearing a single hat. Alignment, environment, social structure, those shouldn't be uniform across any entire intelligent species. If reptilians managed to evolve minds and forms capable of tool use they ought to be at as diverse as their animal kin and arguably much more so. Better brains are for expanding your ecological niche, especially once you reach tool use.

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    3. In a book "way too many sapient species" is a valid criticism. Perhaps it's also valid in a campaign intended to last a year. In a campaign intended to last for decades, a variety of monsters is almost a requirement. In a world with a long history and access to other planes or planets it might even be reasonable.
      IMC, lizard men and trogs are both descended from a race of intelligent theropods. When planetary catastrophe struck some fled into the Underdark; their degenerate descendants are the troglodytes. Some sought refuge in the swamps; their degenerate descendants are the lizard men.

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    4. And then there are the Kuo-Toa to fill another niche. Are they next for a pictorial history?

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    5. I doubt I'll do the kuo-toa, since, after their initial appearance in D2, I don't think they appear much in the TSR era.

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  4. There are numerous differences between Lizardfolk and Troglodytes (B/X):

    Trogs have their chameleon ability;
    Trogs have their stench ability (combined with chameleon, you might be throwing up before you even see them);
    Unarmed Trogs can deal up to 3d4 damage per round, Lizards only 1d6+1.
    Trogs move 120' but cannot swim, Lizards move only 60' but swim 120'.
    Trogs have a Morale of 9, while Lizards have a 12 -- unbreakable!
    Their numbers in lair are about the same, 5d8 Trogs versus 6d6 Lizards.

    Trogs and Lizards are both on the Level 2 Wandering Monster table in Moldvay. Lizardfolk are not on the AD&D dungeon tables, but Trogs are; Trogs are not on the AD&D wilderness tables, but Lizardfolk are (only on the Fresh Water tables, not on the mains, even for marsh/swamp).

    Gary obviously intended Trogs to be a more common encounter entirely for dungeoneers than Lizardfolk... In AD&D, Trogs are Common, Lizardfolk are Rare...

    The important difference is that Trogs have Type A treasure, Lizards only Type D, which is a huge difference in potential value (13,000 gp difference!)

    Trogs are also worth 30 xp, 2 HD w/2 bonuses, while Lizards are worth 25 xp, 2+1 HD, no bonuses).

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    1. By 2e the damage output gap had narrowed to 1-2/1-2/1-6 for the lizards and 1-2/1-2/2-5 or 2-8 by weapon for trogs. Only about one lizard tribe in ten has evolved to use weapons, which don't really help them all that much (although the shields sure do - AC4). Lizards still have a morale edge at 14 vs. 11 but that's on a 1d20 scale, so far from unbreakable.

      Most of the other differences remain intact, but there's one big change - the # appearing is now a dinky 1d8+7 for lizards where trogs are an absurd 10-100 warriors, about 25% of whom will be armed with their signature javelins. By the flavor text it's pretty clear the lizard # reflects a small hunting party from a tribe that might include as many as 150 individuals all told, while the trog numbers reflect a major raiding force that would be abroad on moonless nights looking to pillage (usually) human settlements for meat (both human and livestock) and metal.

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    2. So oddly, for the reptilian species, the Lizardfolk are essentially cavemen, and the Troglodytes (which literally means "cave dweller") are the more advanced barbarians. Forgotten Realms later had them both as the creations/servants of the even more advanced Sarrukh (the stand in for classic Howardian/Lovecraftian serpent-men). So in FR at least they are part of a spectrum of reptilian development.

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