Page 194 - Volo's Guide to Monsters
P. 194
01soNOUS
F T\..INC.A\..Ll HAVE A p
TH£ SHE\..\..S O ED OFF WlTMOUT
c.AN BE SOI\.
C.OATING TMAT AND REUSED BV
RA\..Vl.lNG powER,
\..OSIMG ITS PA NG REQ.UIRED,
£FU\. MANO\..I
JU.C.MEMISTS, C AR _ c\..MINST£~
TLINCALLI
Tlincallis, also called scorpion folk, are chitin-covered
creatures, humanoid from the waist up with the lower
body of an enormous scorpion, complete with a stinger
,
at the end of a long tail. .... ,..,--s,s
Desert Nomads. Tlincallis live austerely. They * t· :. i72 AA !5#¥5¥ ¥ -
range across arid lands, hunting at dawn and dusk. In 'TLINCALLI
the hours between, they wait out the day's heat or the Large monstrosity, neutral evil
night's cold by burying themselves in loose sand or
earth or, if the terrain proves too inflexible, lurking in Armor Class 15 (natural armor)
Hit Points 85 (1 Odl O + 30)
ruins or shallow caves. A tribe of tlincallis stays in one
Speed 40 ft.
place for only as long as the hunting is good in the im-
mediate area, though they might visit the same way sta-
STR DEX CON INT WIS CHA
tions over and over during their wanderings. The tribe
16 (+3) 13 (+l) 16 (+3) 8 (-1) 12 (+l) 8 (-1)
also settles down temporarily whenever it's time to lay
eggs and hatch a new brood of young.
Skills Perception +4, Stealth +4, Survival +4
Poisonous E;;s. Tlincallis deposit their eggs in warm Senses darkvision 60 ft., passive Perception 13
places out of direct sunlight, often amid a stand of cacti Languages Tlincalli
near their present encampment. There the eggs lie pro- Challenge 5 (1,800 XP)
tected by hard shells coated in paralytic poison similar
to that produced by their stingers. A would-be predator
that dares to break an egg is defenseless against the ACTI ON S
tlincallis that come to investigate. Multiattack. The tlincalli makes two attacks: one with its long-
Horrid Kidnappers. Tlincallis eat what they kill, sword or spiked chain, and one with its sting.
but they also take some of their prey alive when they
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one tar-
have new mouths to feed. After using their stingers to get. Hit: 7 (ld8 + 3) slashing damage, or 8 (ldlO + 3) slashing
paralyze victims and their spiked chains to bind them,
damage if used with two hands.
tlincallis take these prisoners back to their encampment
and tie them to cactus or rock formations. There, vic- Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one
tims wait until the sun sets and the newly hatched young target. Hit: 6 (ld6 + 3) piercing damage, and the target is grap-
emerge from the lair to eat them alive. pled (escape DC 11) if it is a Large or smaller creature. Until
Prideful Hunters. Tlincallis see themselves as great this grapple ends, the target is restrained, and the tlincalli can't
hunters. If a tlincalli tribe encounters a more powerful use the spiked chain against another target.
hunter, such as a blue dragon, the tribe's leader must Sting. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
decide whether the group becomes obedient to the supe- Hit: 6 (ld6 + 3) piercing damage plus 14 (4d6) poison damage,
rior hunter, moves on, or fights to the death to defeat it. and the target must succeed on a DC 14 Constitution saving
Makeshift Weapons and 01:uects. Tlincallis are un- throw or be poisoned for 1 minute. If it fails the saving throw by
civilized and don't build cities, make clothing, or mine 5 or more, the target is also paralyzed while poisoned. The tar-
metals. Instead, they scavenge what they need or want. get can repeat the saving throw at the end of each of its turns,
They do, however, know how to melt down scavenged ending the effect on itself on a success.
metal to forge crude weapons and tools.