Tlincalli

Large monstrosity, Neutral Evil

Armor Class

15 (natural armor)

Hit Points

85 (10d10+30)

Speed

walk 40 ft.

Skills

Perception +4, Stealth +4, Survival +4

Senses

darkvision 60 ft.

Languages

Tlincalli

Challenge

5

Actions

Multiattack

The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its 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 target. 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.

Tlincalli

Large monstrosity, typically neutral

Armor Class

15 (natural armor)

Hit Points

85 (10d10 + 30)

Speed

walk 40 ft.

Skills

Perception +4, Stealth +4, Survival +4

Senses

darkvision 60 ft.

Languages

Tlincalli

Challenge

5

Proficiency Bonus

+3

Actions

Multiattack

The tlincalli makes one Longsword or Spiked Chain attack and one Sting attack.

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 (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.