TLINCALLI – 5e stats

Large monstrosity, neutral evil

Armor Class 15 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft.

Proficiency Bonus +3
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
16 (+3)13 (+1)16 (+3)8 (-1)12 (+1)8 (-1)

Saving Throws (suggested) Str +6, Con +6
Skills Perception +4, Stealth +4, Survival +4
Senses darkvision 60 ft., passive Perception 13, Tremorsense 120 ft.
Languages Tlincalli
Challenge 5 (1,800 XP)

ACTIONS

  • Multiattack. The tlincalli makes two attacks: one with its weapon and one with its sting.
  • Multiattack (suggested). The tlincalli makes four attacks: one with its weapon, one with its sting and two with its pincers.
  • 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.
  • Pincers (suggested). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 3) slashing damage. If the target is a Medium or smaller creature, the tlincalli can choose to grapple it (escape DC 14) instead of dealing damage. Until this grapple ends, the tlincalli can’t use its pincers on another target.
  • 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 (1d6 + 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 the 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 its turns, ending the effect on itself on a success.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

Tlincallis, also known as manscorpions, are monstrous humanoids that combine the features of humans and scorpions. They have a human-like torso, head, and arms, but their lower body is that of a giant scorpion, with six legs, a segmented tail, and a venomous stinger. Their skin is covered with chitin plates that act as natural armor. Their eyes are red and glowing, and their hands have only two fingers and a thumb. Their faces are handsome and noble, except for the insect-like eyes. Tlincallis are usually red or sand-colored, depending on their habitat. They are about 6 feet tall and 14 feet long, and weigh around 800 pounds.

COMBAT

Tlincallis are fierce and organized warriors, who often patrol their territory in squads of six to eight members. They prefer to ambush their enemies from a distance, using bolas or other ranged weapons to entangle or injure them. Then they charge and surround their foes, attacking with their longswords or spiked chains, as well as their claws and stinger. Their stinger delivers a potent venom that can paralyze or kill their victims. Their chitin armor is also coated with poison, making them even more dangerous to touch. Tlincallis can sense vibrations in the ground, allowing them to detect the movement of creatures nearby. They also have a supernatural ability to burrow through solid earth, which they use to surprise their enemies from below or above. Tlincallis live in swarms, led by a swarm leader and a spellcaster, who direct the action and cast spells. The spellcaster is the equivalent of a 7th-level priest or wizard.

HABITAT / SOCIETY

Tlincallis live in tribes, either nomadic or settled. Nomadic tribes roam the deserts and mountains, scavenging what they need from their prey. Settled tribes build cities in caves or underground, where they mine and forge metals and gems. Tlincallis often enslave other races, such as dwarves and humans, and use them as laborers or food. Tlincalli culture is sophisticated and philosophical, but also ruthless and pragmatic. They worship gods of war, death, and magic, and have access to divine spells, including hishnashaper spells that manipulate earth and stone. Tlincalli cities are often decorated with sculptures made by hammer and chisel.

ECOLOGY

Tlincallis are carnivorous creatures that feed on meat and blood. They hunt at dawn and dusk, when the temperature is more favorable for them. They are territorial and aggressive, often clashing with other races or tribes over resources or land. Tlincallis reproduce by laying eggs in underground nests, where they guard them until they hatch. Tlincalli hatchlings are independent from birth, but they stay with their parents until they reach adulthood. Tlincallis have a lifespan of about 60 years.