Page 194 - Volo's Guide to Monsters
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                 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.
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