Homebrew Tlincalli Species Details

Tlincallis, also called scorpion folk, are chitin-covered creatures, humanoid from the waist up with the lowerbody of an enormous scorpion, complete with a stinger at the end of a long tail.

Desert Nomads.

Tlincallis live austerely. They range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day's heat or the night's cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves. A tribe of tlincallis stays in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. The tribe also settles down temporarily whenever it's time to lay eggs and hatch a new brood of young.

Poisonous Eggs.

Tlincallis deposit their eggs in warm places out of direct sunlight, often amid a stand of cactinear their present encampment. There the eggs lie protected 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 tlincallis that come to investigate.


Horrid Kidnappers.

Tlincallis eat what they kill,but they also take some of their prey alive when they have new mouths to feed. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these prisoners back to their encampment and tie them to cactus or rock formations. There, victims wait until the sun sets and the newly hatched young emerge from the lair to eat them alive.


Prideful Hunters.

Tlincallis see themselves as great hunters. If a tlincalli tribe encounters a more powerful hunter, such as a blue dragon, the tribe's leader must decide whether the group becomes obedient to the superior hunter, moves on, or fights to the death to defeat it.


Makeshift Weapons and Objects.

Tlincallis are uncivilizedand don't build cities, make clothing, or minemetals. Instead, they scavenge what they need or want.They do, however, know how to melt down scavenged metal to forge crude weapons and tools

Tlincalli Traits

Tlincallis Traits

Ability Score Increase

Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age

Tlincalli mature much faster than humans and live shorter lives. They reach maturity around between the ages of 1 and 2 and live to be 50 – 60 years old.

Alignment

Most Tlincalli tend toward neutral evil and function in close tribes. however few leave to form their own tribes and can become more chaotic. some raised outside of the standard tribes can even be among good alignment.

Size

Tlincalli are large sized creatures  averaging around 9 to 11 feet tall and 5 to 6 feet long. Weighing around 200 to 300 lbs

Speed

Your base walking speed is 40 feet.

Stinger

Your Natural weapon of the stinger is an unarmed strike reach 5 ft., one creature. dealing 1d6 plus your strength piercing damage plus 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.

Cunning Artisan

As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Close to the ground

Tlincalli are sure footed creatures that are perfect for the ground. they lack the agility and grace for the more acrobatic skills of other races. Tlincali have disadvantage on Acrobatics checks and [Tooltip Not Found] saving throws.

Natural Armor

You have tough, chitin armor. The shape of your body, you are ill-suited to wearing armor. Your chitin armor provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.

Languages

You can speak, read, and write Common and Tlincalli

Previous Versions

Name Date Modified Views Adds Version Actions
8/12/2018 11:12:53 PM
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