These little guys could make for a very unwelcome surprise in a Spelljammer encounter since one of the big threats your players can face happens to be running of of clean air to breathe. In other, more traditional games their chaotic monsters that can make the battlefield an utter nightmare for defenders. Imagine a few of these things popping out of a hole in the ground in the middle of a city. They are much smaller and less physically powerful than ordinary troglodytes, allowing them to be launched from catapults and other such devices.
You can find stats for siege equipment in the 5e Dungeon Master’s Guide on pages 255-256. Support the official release or whip up some of your own stats. Keep in mind troglodytes are brilliant, so they would probably have stolen or found such devices from others. If they did manage to build one it was probably cobbled together from giant bones and bits of string.
Small humanoid (troglodyte), chaotic evil
Armor Class 14 (natural armor)
Hit Points 11
Speed 30 ft.
Str 10 (+0) Dex 16 (+3) Con 12 (+1) Int 8 (-1) Wis 10 (+0) Cha 6 (-2)
Skills Stealth +4
Senses darkvision 60 ft, passive Perception 10
Languages Common, Troglodyte, Undercommon
Challenge 1/4 (50 xp)
Chameleon Skin. The troglodyte fouler has advantage on Dexterity (Stealth) checks made to hide.
Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 15 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 troglodytes for 1 hour.
Sunlight Sensitivity. While in sunlight, the troglodyte fouler has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.
Befoul: The troglodyte fouler releases a 15-foot-radious sphere of noxious, green gas centered on it, all creatures except troglodytes within the area of the cloud must make 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 troglodytes for 1 hour. In an environment with a limited air supply (An underwater cavern system, a dwarf-made bathysphere, or a ship traveling through wildspace) this ability befouls 3d6 days of the remaining air supply. Wind disperses the cloud after 5 minutes, otherwise is remains for 1 hour. The area is lightly obscured.
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4) piercing damage.
Bred to exude a stench greater than other troglodytes these diminutive reptilians are sometimes launched between vessels to foul the air. They will seek to hide aboard vessels until the air supply is completely contaminated making it even easier for troglodytes to overtake crews. Troglodyte foulers have cleared out cavern networks making them homes unfit for anyone except their larger kin. Although they work with troglodytes these creatures often find themselves falling prey to troglodytes looking for an easy meal.