Innate Spellcasting. The Tepacs’s spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells requiring no material components:
Martial Advantage: Once per turn, the Tepac can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Tepac that isn't incapacitated.
Multiattack: The Tepac can make two attacks: Two with its claws or four with its Spikes.
Claw Melee Weapon Attack+4 to hit, reach 5 ft., One Target. Hit: 1d8+2 slashing damage.
Spikes Ranged Weapon Attack: +1 to hit, Range 30/60 ft. One Target Hit: 1d6+1 piercing damage
Spine Explosion When the Tepac takes damage it can use its reaction to explode the spines from its back in a deadly storm. Every creature within ten feet of the Tepac must make a Dexterity saving throw (DC 13). On a success, they take no damage. On a failure, they take 2d8+2 piercing damage from the spines. Other Tepac can not be hurt by another Tepac's Spine Explosion.
"Bony spines protrude from the back and arms of this creature. Its elongated face has a mouth which is filled with jutting fangs."