Homebrew Ayotochtli Species Details
Generally somewhat reclusive and solitary, these armadillo-folk, much like their distant cousins the Erinas (hedgehog-folk) and the Pengguling (Pangolin-folk), can trace their history back to the beginning of the world - further back than even elves can trace - to the first groves, tropical forests, and wild grasslands. They are typically known for being cautious, non-aggressive beings, preferring to flee or burrow when threatened, although they are far from defenceless and will fight when required.
The Ayotochtli are a small-statured species of creatures resembling bipedal armadillos. They often escape the notice of the powerful rulers of the land, though anyone traveling through the wilds would do well to have them as allies.
Curious
Ayotochtli are a highly intelligent species whose natural curiosity and cunning serve them well. They are always probing around the limits of their territory and keep a careful record of their environment. Ayotochtli tend to be highly aware of their surroundings and are naturally determined problem-solvers.
Foragers
Ayotochtli subsist by foraging. They are opportunistic omnivores that primarily eat insects, grubs, and other invertebrates, which they find by digging in soil with their sharp claws. In the wild their diet is diverse, including termites, ants, beetles, spiders, snails, worms, small reptiles, amphibians, fruits, seeds, and fungi. They also consume carrion and eggs.
Defenders of Hearth and Home
The Ayotochtli generally worship deities focused on the hearth and home. The tenets of such deities regarding defence of home align very well with the Ayotochtli ’s territorial nature. The burrows of the Ayotochtli contain a dizzying number of tunnels and chambers with multiple camouflaged entrances and exits. Invading an Ayotochtli burrow is a nightmarish experience, as the little defenders burrow over, under, and beside their enemies with alarming speed, striking from a freshly dug hole before retreating to safety.
Ayotochtli Abroad
Ayotochtli tend to live in solitary, unless mating or caring for young. These small family groupings a referred to as 'a roll'. On very rare occasions, they may allow compatible fey creatures (such as Erina or Pengguling) to lair near their burrows. Although Ayotochtli can be extremely curious, they rarely choose to venture too far from their homes. They tend to be very self-sufficient, choosing to trade with nomads and gypsies, rather than travel into larger towns and villagers. Usually, it would take a great threat to the region that an Ayotochtli calls home to ‘encourage’ an Ayotochtli to investigate the world beyond.
Ayotochtli Language
Ayotochtli have their own language, communicating primarily through scent (olfaction) and sounds which include pig-like grunts, low hisses, buzzes, and purr-like noises. However, over the generations that have learnt to speak both common and Sylvan.
Ayotochtli Names
Ayotochtli don’t have verbal names for each other. Instead, they identify individuals by scent. Therefore, when dealing with other species, Ayotochtli tend to adopt names with ties to the landscape that they live in.
Individual Names: Willow, Hazel, Sage, River, Jasper, Clay, Cedar, Reed, and Fern
Ayotochtli Traits
Your Ayotochtli character has traits which complement its curiosity, and problem solving nature.Ability Score Increase
Your Strength score increases by 2, and your Wisdom score increases by 1.
Age
Ayotochtli reach maturity around 15 years and can live up to 60 years, though some Ayotochtli elders have memories of events which suggest Ayotochtli can live much longer.
Alignment
Ayotochtli are good-hearted but solitary creatures who have a difficult time adapting to the laws of other species.
Size
Ayotochtli average about 3 feet tall and weigh about 50 pounds. Your size is Small.
Speed
Your base walking speed is 30 feet.
Contagion
Ayotochtli carry the disease Mycobacterium leprae (commonly know as leprosy). Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. However, if the target remains in contact with you for three turns or fails three saves in a row, the target is no longer poisoned, but instead contracts the condition called Flesh Rot, and is then subjected to the effects of this condition for a further minute.
Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Strength checks and vulnerability to all damage as the disease causes skin and nerve damage as well as muscle weakness.
Keen Senses
You have proficiency in the Perception skill.
Digger
You have a burrowing speed of 20 feet, but you can use it to move through only earth and sand, not mud, ice, or rock.
Shell Defence
You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.
Languages
You can speak Ayotochtli and either Common or Sylvan.
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