Tlincalli Species in The True Dark Ages | World Anvil

Tlincalli

Tlincalli CR: 5

Large monstrosity, neutral evil
Armor Class: 15 (natural armour)
Hit Points: 85 10d10+30
Speed: 40 ft

STR

16 +3

DEX

13 +1

CON

16 +3

INT

8 -1

WIS

12 +1

CHA

8 -1

Skills: Perception +4, Stealth +4, Survival +4
Senses: Darkvision 60 ft, passive Perception 13
Languages: Tlincalli
Challenge Rating: 5

Actions

Multiattack. The tlincalli makes two attacks: one with it's longsword or spiked chain, and one with it's sting.   Longsword. Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit 7 1d8+3 slashing damage, or 8 1d10+3 slashing damage if used with two hands.   Spiked Chain. Melee Weapon Attack +6 to hit, reach 10 ft, one target. Hit 6 1d6+3 piercing damage, and the target is grappled (escape DC 11)if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can't use the spiked chain against another target.   Sting. Melee Weapon Attack +6 to hit, reach 5 ft, one creature. Hit 6 [toll1d6+3] piercing damage plus 14 4d6 poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails it's saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success.

Tlincalli are desert dwelling beings who live austerely, carrying off what they can from raids on other creatures. They have one thing that marks them as different, in that they are human from the waist up, and scorpion from the waist down. This includes a powerful tail & stinger. They reproduce by laying eggs near their temporary settlements (usually shallow caves & oasis). These, when hatched, are fed with the fresh bodies of paralyzed victims. They never really fashion anything themselves but have learned to melt down metal equipment of other creatures and fashion crude weapons & armour from these. Tlincalli rarely settle anywhere for long, moving on to other close regions to raid, kill & consume their victims, and survive.

Suggested Environments

Deserts


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