Tlincalli

Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail.

These desert creatures 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.

Tlincallis stay 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.

They also settle down temporarily whenever it’s time to lay eggs and hatch a new brood of young.

Large Monstrosity, Typically Neutral

Proficiency Bonus: +3

Armor Class: 15 (Natural Armor)

Hit Points: 85 (10d10 + 30)

Speed: 40 ft.

STR – 16 (+3)
DEX – 13 (+1)
CON – 16 (+3)
INT – 8 (- 1)
WIS – 12 (+ 1)
CHA – 8 (-1)

Skills: Perception +4, Stealth +4, Survival +4

Senses: darkvision 60 ft., passive Perception 14

Languages: Tlincalli

Challenge: 5 (1,800 XP)

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.

Frequently Asked Question of Tlincalli

Tlincalli is a powerful creature, but many times it seems very confusing. Below is the answer to a few common questions regarding this creature;

1. What Is Tlincalli In DND?

Tlincallis, also called scorpion folk, are chitin-covered creatures with a humanlike upper body and the lower body of an enormous scorpion, complete with a stinger at the end of a long tail.

These desert creatures 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.

2. Which Attack Does Tlincalli Makes?

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

3. How Does Tlincalli Make Attacks?

Tlincalli can make 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.

4. Does Tlincalli Have Languages?

Yes.

Tlincalli have languages, and it can Tlincalli language are uses.

5. What Book Is Tlincalli In?

Tlincalli can be found in the sourcebook of Mordenkainen’s Monster of the Multiverse, and its full details are detailed in the book.

It’s all about “Tlincalli” so I hope you enjoyed this post, and we will continue to bring you more posts related to D&D. Thank you for reading this article.